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fix: properly load custom models on scene transition (#2779)
* hack that makes it so custom models still work on scene transition * Update soh/soh/OTRGlobals.cpp Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com> * naming/formatting --------- Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com>
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@ -1,4 +1,4 @@
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#include "OTRGlobals.h"
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#include "OTRGlobals.h"
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#include "OTRAudio.h"
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#include <iostream>
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#include <algorithm>
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@ -1392,9 +1392,26 @@ extern "C" AnimationHeaderCommon* ResourceMgr_LoadAnimByName(const char* path) {
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return (AnimationHeaderCommon*)GetResourceDataByName(path, false);
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}
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extern "C" SkeletonHeader* ResourceMgr_LoadSkeletonByName(const char* path, SkelAnime* skelAnime)
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{
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SkeletonHeader* skelHeader = (SkeletonHeader*)GetResourceDataByName(path, false);
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extern "C" SkeletonHeader* ResourceMgr_LoadSkeletonByName(const char* path, SkelAnime* skelAnime) {
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std::string pathStr = std::string(path);
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static const std::string sOtr = "__OTR__";
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if (pathStr.starts_with(sOtr)) {
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pathStr = pathStr.substr(sOtr.length());
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}
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bool isAlt = CVarGetInteger("gAltAssets", 0);
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if (isAlt) {
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pathStr = Ship::Resource::gAltAssetPrefix + pathStr;
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}
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SkeletonHeader* skelHeader = (SkeletonHeader*)GetResourceDataByName(pathStr.c_str(), false);
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// If there isn't an alternate model, load the regular one
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if (isAlt && skelHeader == NULL) {
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skelHeader = (SkeletonHeader*)GetResourceDataByName(path, false);
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}
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// This function is only called when a skeleton is initialized.
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// Therefore we can take this oppurtunity to take note of the Skeleton that is created...
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@ -1403,7 +1420,6 @@ extern "C" SkeletonHeader* ResourceMgr_LoadSkeletonByName(const char* path, Skel
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Ship::SkeletonPatcher::RegisterSkeleton(stringPath, skelAnime);
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}
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return skelHeader;
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}
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