diff --git a/soh/soh/z_scene_otr.cpp b/soh/soh/z_scene_otr.cpp index ef98a4b3af2..54065e27e64 100644 --- a/soh/soh/z_scene_otr.cpp +++ b/soh/soh/z_scene_otr.cpp @@ -149,6 +149,13 @@ bool Scene_CommandMeshHeader(PlayState* play, LUS::ISceneCommand* cmd) { extern "C" void* func_800982FC(ObjectContext* objectCtx, s32 bankIndex, s16 objectId); +bool OTRfunc_800982FC(ObjectContext* objectCtx, s32 bankIndex, s16 objectId) { + + objectCtx->status[bankIndex].id = -objectId; + + return false; +} + bool Scene_CommandObjectList(PlayState* play, LUS::ISceneCommand* cmd) { // LUS::SetObjectList* cmdObj = static_pointer_cast(cmd); LUS::SetObjectList* cmdObj = (LUS::SetObjectList*)cmd; @@ -164,49 +171,30 @@ bool Scene_CommandObjectList(PlayState* play, LUS::ISceneCommand* cmd) { void* nextPtr; k = 0; - // i = play->objectCtx.unk_09; - i = 0; + i = play->objectCtx.unk_09; firstStatus = &play->objectCtx.status[0]; status = &play->objectCtx.status[i]; - for (int i = 0; i < cmdObj->objects.size(); i++) { - bool alreadyIncluded = false; - - for (int j = 0; j < play->objectCtx.num; j++) { - if (play->objectCtx.status[j].id == cmdObj->objects[i]) { - alreadyIncluded = true; - break; + // Loop until a mismatch in the object lists + // Then clear all object ids past that in the context object list and kill actors for those objects + for (i = play->objectCtx.unk_09, k = 0; i < play->objectCtx.num; i++, k++) { + if (play->objectCtx.status[i].id != cmdObj->objects[k]) { + for (j = i; j < play->objectCtx.num; j++) { + play->objectCtx.status[j].id = OBJECT_INVALID; } - } - - if (!alreadyIncluded) { - play->objectCtx.status[play->objectCtx.num++].id = cmdObj->objects[i]; func_80031A28(play, &play->actorCtx); + break; } } - /* - while (i < play->objectCtx.num) { - if (status->id != *objectEntry) { - status2 = &play->objectCtx.status[i]; - for (j = i; j < play->objectCtx.num; j++) { - status2->id = OBJECT_INVALID; - status2++; - } - play->objectCtx.num = i; - func_80031A28(play, &play->actorCtx); - - continue; + // Continuing from the last index, add the remaining object ids from the command object list + for (; k < cmdObj->objects.size(); k++, i++) { + if (i < OBJECT_EXCHANGE_BANK_MAX - 1) { + OTRfunc_800982FC(&play->objectCtx, i, cmdObj->objects[k]); } - - i++; - k++; - objectEntry++; - status++; } play->objectCtx.num = i; - */ return false; } diff --git a/soh/src/code/z_actor.c b/soh/src/code/z_actor.c index 79a3c8ace21..dfb3e440718 100644 --- a/soh/src/code/z_actor.c +++ b/soh/src/code/z_actor.c @@ -1219,8 +1219,7 @@ void Actor_Init(Actor* actor, PlayState* play) { CollisionCheck_InitInfo(&actor->colChkInfo); actor->floorBgId = BGCHECK_SCENE; ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f); - //if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) - { + if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) { //Actor_SetObjectDependency(play, actor); actor->init(actor, play); actor->init = NULL; @@ -3129,6 +3128,9 @@ void Actor_FreeOverlay(ActorDBEntry* dbEntry) { osSyncPrintf(VT_RST); } +// SoH: Flag to check if actors are being spawned from the actor entry list +// This flag is checked against to allow actors which dont have an objectBankIndex in the objectCtx slot/status array to spawn +// An example of what this fixes, is that it allows hookshot to be used as child int gMapLoading = 0; Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 posX, f32 posY, f32 posZ, diff --git a/soh/src/code/z_scene.c b/soh/src/code/z_scene.c index 2a0a5d5d782..579e84eda37 100644 --- a/soh/src/code/z_scene.c +++ b/soh/src/code/z_scene.c @@ -83,9 +83,10 @@ void Object_UpdateBank(ObjectContext* objectCtx) { RomFile* objectFile; size_t size; - /* + for (i = 0; i < objectCtx->num; i++) { if (status->id < 0) { + /* if (status->dmaRequest.vromAddr == 0) { osCreateMesgQueue(&status->loadQueue, &status->loadMsg, 1); objectFile = &gObjectTable[-status->id]; @@ -96,10 +97,12 @@ void Object_UpdateBank(ObjectContext* objectCtx) { } else if (!osRecvMesg(&status->loadQueue, NULL, OS_MESG_NOBLOCK)) { status->id = -status->id; } + */ + status->id = -status->id; } status++; } - */ + } s32 Object_GetIndex(ObjectContext* objectCtx, s16 objectId) {