fix actor init flow with object loading

This commit is contained in:
Adam Bird 2024-02-29 11:55:29 -05:00
parent 612da023f0
commit d68bf1a309
1 changed files with 8 additions and 1 deletions

View File

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