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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

@@ -3659,11 +3659,14 @@ CEntity* ScriptLoader::LoadOmegaPirate(CStateManager& mgr, CInputStream& in, int
return nullptr;
}
const CAssetId skeletonModelId{in};
const CAssetId skeletonSkinRulesId{in};
const CAssetId skeletonLayoutInfoId{in};
CModelData mData(CAnimRes(pInfo.GetAnimationParameters().GetACSFile(), pInfo.GetAnimationParameters().GetCharacter(),
actHead.x40_scale, pInfo.GetAnimationParameters().GetInitialAnimation(), true));
return new MP1::COmegaPirate(mgr.AllocateUniqueId(), actHead.x0_name, info, actHead.x10_transform, std::move(mData),
pInfo, actParms, elitePirateData, CAssetId(in), CAssetId(in), CAssetId(in));
pInfo, actParms, elitePirateData, skeletonModelId, skeletonSkinRulesId,
skeletonLayoutInfoId);
}
CEntity* ScriptLoader::LoadPhazonPool(CStateManager& mgr, CInputStream& in, int propCount, const CEntityInfo& info) {