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fix actor init flow with object loading (#3987)
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@ -1220,7 +1220,7 @@ void Actor_Init(Actor* actor, PlayState* play) {
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actor->floorBgId = BGCHECK_SCENE;
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actor->floorBgId = BGCHECK_SCENE;
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ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f);
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ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f);
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if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
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if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
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//Actor_SetObjectDependency(play, actor);
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Actor_SetObjectDependency(play, actor);
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actor->init(actor, play);
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actor->init(actor, play);
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actor->init = NULL;
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actor->init = NULL;
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@ -2548,6 +2548,13 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
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Actor_SetObjectDependency(play, actor);
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Actor_SetObjectDependency(play, actor);
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actor->init(actor, play);
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actor->init(actor, play);
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actor->init = NULL;
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actor->init = NULL;
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GameInteractor_ExecuteOnActorInit(actor);
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// For enemy health bar we need to know the max health during init
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if (actor->category == ACTORCAT_ENEMY) {
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actor->maximumHealth = actor->colChkInfo.health;
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}
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}
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}
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actor = actor->next;
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actor = actor->next;
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} else if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
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} else if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
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