Object_LoadExtra, note on EffectSs and zero unloaded entry id - #2596
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djevangelia wants to merge 1 commit into
Open
Object_LoadExtra, note on EffectSs and zero unloaded entry id#2596djevangelia wants to merge 1 commit into
Object_LoadExtra, note on EffectSs and zero unloaded entry id#2596djevangelia wants to merge 1 commit into
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@rrealmuto pointed out that
EffectSsaren'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 thangameplay_keepand 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.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.)