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Object_LoadExtra, note on EffectSs and zero unloaded entry id - #2596

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Object_LoadExtra, note on EffectSs and zero unloaded entry id#2596
djevangelia wants to merge 1 commit into
OoTRandomizer:Devfrom
djevangelia:objectload-mini

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  1. @rrealmuto pointed out that EffectSs aren't killed on room transition and some have an object dependency, which may pose a crash risk when extra object loading. I've gone through the effects that have an object dependency other than gameplay_keep and they all check that the object is loaded before draw except King Dodongo's magmasmoke 2, (Phantom) Ganon's lightballs, and Slingshot game score, which all crash on room transition. As I don't think anyone will spawn them anytime soon I've just added a note to the function on effects and objects.

  2. Added resetting objectslot id to 0 if an object is too large to be loaded. The vanilla function that sets slot data sets slot id to object id before size is checked. (In practice, this is a cosmetic bugfix because the game only cares about slot numbers below the number of loaded slots which is kept track of separately and not increased here.)

@fenhl fenhl added Component: ASM/C Changes some internals of the ASM/C libraries Status: Needs Review Someone should be looking at it Status: Needs Testing Probably should be tested Type: Maintenance Code style, infrastructure, updating dependencies labels Jun 27, 2026
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Component: ASM/C Changes some internals of the ASM/C libraries Status: Needs Review Someone should be looking at it Status: Needs Testing Probably should be tested Type: Maintenance Code style, infrastructure, updating dependencies

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