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- reset YAX data before loading a game.
This could cause random lockups when loading a savegame for a game not maintaining the feature. The entire engine state really needs to be handled globally instead of repeating this core 5 times...
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2 changed files with 3 additions and 1 deletions
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@ -51,12 +51,14 @@
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#include "i_specialpaths.h"
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#include "i_specialpaths.h"
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#include "c_dispatch.h"
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#include "c_dispatch.h"
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#include "i_system.h"
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#include "i_system.h"
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#include "build.h"
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FSavegameManager savegameManager;
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FSavegameManager savegameManager;
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void FSavegameManager::LoadGame(FSaveGameNode* node)
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void FSavegameManager::LoadGame(FSaveGameNode* node)
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{
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{
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yax_update(1); // make sure it's all reset before loading a new map.
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if (gi->LoadGame(node))
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if (gi->LoadGame(node))
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{
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{
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}
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}
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@ -268,7 +268,7 @@ void DrawStatusAnims()
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{
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{
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int nSequence = nStatusSeqOffset + StatusAnim[i].s1;
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int nSequence = nStatusSeqOffset + StatusAnim[i].s1;
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seq_DrawStatusSequence(nSequence, StatusAnim[i].s2, 0);
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//seq_DrawStatusSequence(nSequence, StatusAnim[i].s2, 0);
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/*
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/*
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if (StatusAnim[nAnim].s2 >= (SeqSize[nSequence] - 1))
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if (StatusAnim[nAnim].s2 >= (SeqSize[nSequence] - 1))
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