Move particle init to proper function, always reinit objects on level reload

This commit is contained in:
Lwmte 2025-03-16 18:17:11 +01:00
parent 74e13fc678
commit cb37bda329
3 changed files with 5 additions and 6 deletions

View file

@ -208,6 +208,8 @@ void CustomObjects()
void InitializeObjects()
{
TENLog("Initializing objects...", LogLevel::Info);
AllocTR4Objects();
AllocTR5Objects();
@ -250,9 +252,6 @@ void InitializeObjects()
// User defined objects
CustomObjects();
HairEffect.Initialize();
InitializeSpecialEffects();
NumRPickups = 0;
CurrentSequence = 0;
SequenceResults[0][1][2] = 0;

View file

@ -389,6 +389,7 @@ GameStatus DoLevel(int levelIndex, bool loadGame)
InitializeCamera();
InitializeSpotCamSequences(isTitle);
InitializeItemBoxData();
InitializeSpecialEffects();
// Initialize scripting.
InitializeScripting(levelIndex, loadGame);

View file

@ -219,6 +219,8 @@ std::string ReadString()
void LoadItems()
{
InitializeObjects();
g_Level.NumItems = ReadCount();
TENLog("Moveables: " + std::to_string(g_Level.NumItems), LogLevel::Info);
@ -454,9 +456,6 @@ void LoadObjects()
Objects[objNum].animIndex = ReadInt32();
}
TENLog("Initializing objects...", LogLevel::Info);
InitializeObjects();
int staticCount = ReadCount();
TENLog("Statics: " + std::to_string(staticCount), LogLevel::Info);