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COmegaPirate: MSVC runtime fix for skeleton asset IDs

This commit is contained in:
2020-05-31 22:05:48 -04:00
parent ab01cb5f1a
commit 8d2d5ef5d5
3 changed files with 9 additions and 5 deletions

View File

@@ -120,10 +120,11 @@ void COmegaPirate::CFlash::Render(CStateManager& mgr) {
COmegaPirate::COmegaPirate(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf,
CModelData&& mData, const CPatternedInfo& pInfo, const CActorParameters& actParms,
CElitePirateData data, CAssetId w1, CAssetId w2, CAssetId w3)
CElitePirateData data, CAssetId skeletonModelId, CAssetId skeletonSkinRulesId,
CAssetId skeletonLayoutInfoId)
: CElitePirate(uid, name, info, xf, std::move(mData), pInfo, actParms, data)
, x9d0_initialScale(GetModelData()->GetScale())
, x9f0_skeletonModel(*g_SimplePool, w1, w2, w3, 0, 0)
, x9f0_skeletonModel(*g_SimplePool, skeletonModelId, skeletonSkinRulesId, skeletonLayoutInfoId, 0, 0)
, xb70_thermalSpot(g_SimplePool->GetObj("Thermal_Spot_2"sv)) {
x9a4_scriptWaypointPlatforms.reserve(3);
x9b8_scriptEffects.reserve(24);