From 4010fc1aa78e05442e10fc7371c275af540674db Mon Sep 17 00:00:00 2001 From: Christoph Oelckers <coelckers@users.noreply.github.com> Date: Sun, 30 Apr 2023 09:30:59 +0200 Subject: [PATCH] - Duke: init the animation arrays early. app_init is too late for having the data set up during script compilation. --- source/games/duke/src/game.cpp | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/source/games/duke/src/game.cpp b/source/games/duke/src/game.cpp index a1203aff7..e002a5c8d 100644 --- a/source/games/duke/src/game.cpp +++ b/source/games/duke/src/game.cpp @@ -305,6 +305,11 @@ void GameInterface::loadPalette() { paletteLoadFromDisk(); genspriteremaps(); + + // Not exactly palette stuff, but this needs to be done before the LoadScripts call and here's a convenient place for that. + moves.Push({}); // make sure the first entry in 'moves' is a null move. + actions.Push({}); // make sure the first entry in 'actions' is a null action. + ais.Push({}); // make sure the first entry in 'actions' is a null action. } int GameInterface::GetCurrentSkill() @@ -405,9 +410,6 @@ void GameInterface::app_init() ud.m_monsters_off = userConfig.nomonsters; ps[0].aim_mode = 1; ud.cameraactor = nullptr; - moves.Push({}); // make sure the first entry in 'moves' is a null move. - actions.Push({}); // make sure the first entry in 'actions' is a null action. - ais.Push({}); // make sure the first entry in 'actions' is a null action. if (fileSystem.FileExists("DUKESW.BIN")) g_gameType |= GAMEFLAG_SHAREWARE;