Address review.

This commit is contained in:
Malkierian 2024-12-28 10:33:46 -07:00
parent f8650367ce
commit 702e227c20
4 changed files with 8 additions and 12 deletions

View File

@ -1443,7 +1443,6 @@ extern "C" void Graph_ProcessGfxCommands(Gfx* commands) {
bool curAltAssets = CVarGetInteger(CVAR_ENHANCEMENT("AltAssets"), 0);
if (prevAltAssets != curAltAssets) {
prevAltAssets = curAltAssets;
CVarSetInteger(CVAR_ENHANCEMENT("AltAssets"), prevAltAssets);
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesNextFrame();
Ship::Context::GetInstance()->GetResourceManager()->SetAltAssetsEnabled(curAltAssets);
gfx_texture_cache_clear();

View File

@ -529,8 +529,7 @@ std::string GetSceneRootPath(int16_t sceneNum, bool alt = true) {
size_t pos = path.find("/shared/", 0);
if (IS_MASTER_QUEST || (IS_RANDO && OTRGlobals::Instance->gRandoContext->GetDungeons()->GetDungeonFromScene(sceneNum)->IsMQ())) {
path.replace(pos, 8, "/mq/");
}
else {
} else {
path.replace(pos, 8, "/nonmq/");
}
}
@ -780,5 +779,6 @@ extern "C" void ResourceMgr_RegisterHooks() {
});
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnSceneInit>([](uint32_t sceneNum) {
ResourceMgr_SceneInitSkybox();
ResourceMgr_UnloadSceneAssets();
});
}

View File

@ -77,8 +77,6 @@ void OTRPlay_InitScene(PlayState* play, s32 spawn) {
Object_InitBank(play, &play->objectCtx);
LightContext_Init(play, &play->lightCtx);
TransitionActor_InitContext(&play->state, &play->transiActorCtx);
//ResourceMgr_LoadAllSceneResources(play->sceneNum, false);
ResourceMgr_UnloadSceneAssets();
func_80096FD4(play, &play->roomCtx.curRoom);
YREG(15) = 0;

View File

@ -471,21 +471,20 @@ void GameState_Destroy(GameState* gameState) {
// Performing clear skeletons before unload resources fixes an actor heap corruption crash due to the skeleton patching system.
PlayState* play = (PlayState*)gameState;
static s16 sceneNum = -1;
if (play->sceneNum != sceneNum) {
// Performing clear skeletons before unload resources fixes an actor heap corruption crash due to the skeleton patching system.
ResourceMgr_ClearSkeletons();
// Performing clear skeletons before unload resources fixes an actor heap corruption crash due to the skeleton patching system.
ResourceMgr_ClearSkeletons();
if (play->sceneNum != sceneNum) {
if (play->sceneNum >= SCENE_DEKU_TREE && play->sceneNum <= SCENE_TESTROOM) {
ResourceMgr_RegisterUnloadSceneAssets(play->sceneNum);
}
ResourceUnloadDirectory("alt/textures/vs*");
if (ResourceMgr_IsAltAssetsEnabled()) {
gfx_texture_cache_clear();
}
sceneNum = play->sceneNum;
}
if (ResourceMgr_IsAltAssetsEnabled()) {
gfx_texture_cache_clear();
}
}
GameStateFunc GameState_GetInit(GameState* gameState) {