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