diff --git a/data/dynos_mgr_models.cpp b/data/dynos_mgr_models.cpp index 58779547e..a0f01b90e 100644 --- a/data/dynos_mgr_models.cpp +++ b/data/dynos_mgr_models.cpp @@ -65,40 +65,40 @@ void DynOS_Model_Dump() { static struct GraphNode* DynOS_Model_LoadCommonInternal(u32* aId, enum ModelPool aModelPool, void* aAsset, u8 aLayer, struct GraphNode* aGraphNode, bool aDeDuplicate, enum ModelLoadType mlt) { // sanity check pool - if (aModelPool >= MODEL_POOL_MAX) { return NULL; } + if (aModelPool < 0 || aModelPool >= MODEL_POOL_MAX) { return NULL; } // allocate pool if (!sModelPools[aModelPool]) { sModelPools[aModelPool] = dynamic_pool_init(); } - // check perm map - auto& permMap = sAssetMap[MODEL_POOL_PERMANENT]; - if (aDeDuplicate && permMap.count(aAsset)) { - auto& found = permMap[aAsset]; - if (*aId && *aId == found.id) { - return found.graphNode; - } - if (*aId == 0) { + // check maps, permanent pool is always checked + for (int i = 0; i < MODEL_POOL_MAX; ++i) { + auto& map = sAssetMap[i]; + if (aDeDuplicate && map.count(aAsset)) { + auto& found = map[aAsset]; + + // if the expected pool has a higher priority, + // we need to move the asset to the new pool + if (i > aModelPool) { + found.modelPool = aModelPool; + sAssetMap[aModelPool][aAsset] = found; + map.erase(aAsset); + } + + if (i != MODEL_POOL_PERMANENT && *aId && *aId != found.id) { + sOverwriteMap[*aId] = found.id; + } + *aId = found.id; return found.graphNode; } + if (i < aModelPool) { i = aModelPool; } // to force check permanent pool, and then skip to the expected pool } - // check map - auto& map = sAssetMap[aModelPool]; - if (aDeDuplicate && map.count(aAsset)) { - auto& found = map[aAsset]; - if (*aId && *aId != found.id) { - sOverwriteMap[*aId] = found.id; - } - *aId = found.id; - return found.graphNode; - } - - sCurrModelDuplicates = new std::vector(); - // load geo + auto& map = sAssetMap[aModelPool]; + sCurrModelDuplicates = new std::vector(); struct GraphNode* node = NULL; switch (mlt) { case MLT_GEO: diff --git a/src/game/object_helpers.c b/src/game/object_helpers.c index 39c936be0..6c4ea9475 100644 --- a/src/game/object_helpers.c +++ b/src/game/object_helpers.c @@ -534,7 +534,7 @@ s16 obj_turn_toward_object(struct Object *obj, struct Object *target, s16 angleI void obj_set_parent_relative_pos(struct Object *obj, s16 relX, s16 relY, s16 relZ) { if (obj == NULL) { return; } - + obj->oParentRelativePosX = relX; obj->oParentRelativePosY = relY; obj->oParentRelativePosZ = relZ; @@ -542,7 +542,7 @@ void obj_set_parent_relative_pos(struct Object *obj, s16 relX, s16 relY, s16 rel void obj_set_pos(struct Object *obj, s16 x, s16 y, s16 z) { if (obj == NULL) { return; } - + obj->oPosX = x; obj->oPosY = y; obj->oPosZ = z; @@ -550,7 +550,7 @@ void obj_set_pos(struct Object *obj, s16 x, s16 y, s16 z) { void obj_set_angle(struct Object *obj, s16 pitch, s16 yaw, s16 roll) { if (obj == NULL) { return; } - + obj->oFaceAnglePitch = pitch; obj->oFaceAngleYaw = yaw; obj->oFaceAngleRoll = roll; @@ -562,7 +562,7 @@ void obj_set_angle(struct Object *obj, s16 pitch, s16 yaw, s16 roll) { void obj_set_move_angle(struct Object *obj, s16 pitch, s16 yaw, s16 roll) { if (obj == NULL) { return; } - + obj->oMoveAnglePitch = pitch; obj->oMoveAngleYaw = yaw; obj->oMoveAngleRoll = roll; @@ -570,7 +570,7 @@ void obj_set_move_angle(struct Object *obj, s16 pitch, s16 yaw, s16 roll) { void obj_set_face_angle(struct Object *obj, s16 pitch, s16 yaw, s16 roll) { if (obj == NULL) { return; } - + obj->oFaceAnglePitch = pitch; obj->oFaceAngleYaw = yaw; obj->oFaceAngleRoll = roll; @@ -578,7 +578,7 @@ void obj_set_face_angle(struct Object *obj, s16 pitch, s16 yaw, s16 roll) { void obj_set_gfx_angle(struct Object *obj, s16 pitch, s16 yaw, s16 roll) { if (obj == NULL) { return; } - + obj->header.gfx.angle[0] = pitch; obj->header.gfx.angle[1] = yaw; obj->header.gfx.angle[2] = roll; @@ -586,7 +586,7 @@ void obj_set_gfx_angle(struct Object *obj, s16 pitch, s16 yaw, s16 roll) { void obj_set_gfx_pos(struct Object *obj, f32 x, f32 y, f32 z) { if (obj == NULL) { return; } - + obj->header.gfx.pos[0] = x; obj->header.gfx.pos[1] = y; obj->header.gfx.pos[2] = z; @@ -594,7 +594,7 @@ void obj_set_gfx_pos(struct Object *obj, f32 x, f32 y, f32 z) { void obj_set_gfx_scale(struct Object *obj, f32 x, f32 y, f32 z) { if (obj == NULL) { return; } - + obj->header.gfx.scale[0] = x; obj->header.gfx.scale[1] = y; obj->header.gfx.scale[2] = z; @@ -1970,14 +1970,14 @@ void cur_obj_set_billboard_if_vanilla_cam(void) { void obj_set_hitbox_radius_and_height(struct Object *o, f32 radius, f32 height) { if (o == NULL) { return; } - + o->hitboxRadius = radius; o->hitboxHeight = height; } void obj_set_hurtbox_radius_and_height(struct Object *o, f32 radius, f32 height) { if (o == NULL) { return; } - + o->hurtboxRadius = radius; o->hurtboxHeight = height; } @@ -2548,7 +2548,7 @@ void cur_obj_spawn_particles(struct SpawnParticlesInfo *info) { if (gPrevFrameObjectCount > (OBJECT_POOL_CAPACITY * 150 / 240) && numParticles > 10) { numParticles = 10; } - + // We're close to running out of object slots, so don't spawn particles at // all @@ -2745,7 +2745,7 @@ s32 cur_obj_progress_direction_table(void) { if (tableLength < 0 || index < 0 || tableLength >= 150 || index >= tableLength) { ret = table[0]; o->oToxBoxMovementStep = 0; - LOG_ERROR("Exceeded direction table! tableLength %d, index %d\n", tableLength, index); + LOG_ERROR("Exceeded direction table! tableLength %d, index %d", tableLength, index); } else if (table[index] != -1) { ret = table[index]; o->oToxBoxMovementStep++;