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Basic CGameAllocator implementation (WIP)

This commit is contained in:
2017-09-12 08:27:48 -07:00
parent c0d5cee8b1
commit 001125429f
21 changed files with 363 additions and 59 deletions

View File

@@ -891,7 +891,7 @@ CEntity* ScriptLoader::LoadPickup(CStateManager& mgr, CInputStream& in, int prop
SScaledActorHead head = LoadScaledActorHead(in, mgr);
zeus::CVector3f extent = zeus::CVector3f::ReadBig(in);
zeus::CVector3f offset = zeus::CVector3f::ReadBig(in);
u32 w1 = in.readUint32Big();
CPlayerState::EItemType w1 = CPlayerState::EItemType(in.readUint32Big());
u32 w2 = in.readUint32Big();
u32 w3 = in.readUint32Big();
float f1 = in.readFloatBig();
@@ -902,7 +902,7 @@ CEntity* ScriptLoader::LoadPickup(CStateManager& mgr, CInputStream& in, int prop
CActorParameters actorParms = LoadActorParameters(in);
bool active = in.readBool();
float f4 = in.readFloatBig();
u32 w5 = in.readUint32Big();
CAssetId w4(in);
FourCC acsType = g_ResFactory->GetResourceTypeById(animParms.GetACSFile());
if (g_ResFactory->GetResourceTypeById(staticModel) == 0 && acsType == 0)
@@ -922,7 +922,7 @@ CEntity* ScriptLoader::LoadPickup(CStateManager& mgr, CInputStream& in, int prop
aabb = data.GetBounds(head.x10_transform.getRotation());
return new CScriptPickup(mgr.AllocateUniqueId(), head.x0_name, info, head.x10_transform, std::move(data),
actorParms, aabb, w1, w3, w2, w5, f1, f2, f3, f4, active);
actorParms, aabb, w1, w3, w2, w4, f1, f2, f3, f4, active);
}
CEntity* ScriptLoader::LoadMemoryRelay(CStateManager& mgr, CInputStream& in, int propCount, const CEntityInfo& info)