Fixed mirrors on savegame reloading

This commit is contained in:
Lwmte 2024-12-18 22:44:00 +01:00
parent 22460e0edf
commit a6687654b0
2 changed files with 3 additions and 2 deletions

View file

@ -980,7 +980,6 @@ void FreeLevel(bool partial)
g_Level.VolumeEventSets.resize(0);
g_Level.GlobalEventSets.resize(0);
g_Level.LoopedEventSetIndices.resize(0);
g_Level.Mirrors.resize(0);
g_GameScript->FreeLevelScripts();
g_GameScriptEntities->FreeEntities();
@ -1010,6 +1009,7 @@ void FreeLevel(bool partial)
g_Level.Commands.resize(0);
g_Level.Frames.resize(0);
g_Level.Sprites.resize(0);
g_Level.Mirrors.resize(0);
g_Level.SoundDetails.resize(0);
g_Level.SoundMap.resize(0);
g_Level.FloorData.resize(0);
@ -1525,6 +1525,7 @@ void LoadMirrors()
TENLog("Mirror count: " + std::to_string(mirrorCount), LogLevel::Info);
g_Level.Mirrors.reserve(mirrorCount);
for (int i = 0; i < mirrorCount; i++)
{
auto& mirror = g_Level.Mirrors.emplace_back();

View file

@ -136,7 +136,7 @@ struct LEVEL
std::vector<int> LoopedEventSetIndices = {};
std::vector<AI_OBJECT> AIObjects = {};
std::vector<SPRITE> Sprites = {};
std::vector<MirrorInfo> Mirrors = {};
std::vector<MirrorInfo> Mirrors = {};
// Texture data
TEXTURE SkyTexture = {};