Make DynOS generate a bin for every Geo Layout

This commit is contained in:
MysterD 2022-03-13 21:22:26 -07:00
parent 2495eea974
commit 72c7ef7d26
1 changed files with 10 additions and 0 deletions

View File

@ -1813,8 +1813,13 @@ void DynOS_Gfx_GeneratePack(const SysPath &aPackFolder) {
}
// Generate a binary file for each actor found in the GfxData
#ifdef COOP
for (auto &_GeoNode : _GfxData->mGeoLayouts) {
String _GeoRootName = _GeoNode->mName;
#else
for (s32 i = 0; i != DynOS_Geo_GetActorCount(); ++i) {
String _GeoRootName = DynOS_Geo_GetActorName(i);
#endif
DataNode<GeoLayout> *_GeoRoot = GetGeoLayout(_GfxData, _GeoRootName);
if (_GeoRoot != NULL) {
@ -1852,8 +1857,13 @@ void DynOS_Gfx_GeneratePack(const SysPath &aPackFolder) {
SysPath _AnimsFolder = fstring("%s/%s/anims", aPackFolder.c_str(), _ActorFolder.begin());
ScanAnimationFolder(_GfxData, _AnimsFolder);
#ifdef COOP
// Create table for player model animations
if ((_GeoRootName == "mario_geo" || _GeoRootName == "luigi_geo" || _GeoRootName == "toad_player_geo" || _GeoRootName == "wario_geo" || _GeoRootName == "waluigi_geo") && !_GfxData->mAnimations.Empty()) {
#else
// Create table for mario_geo animations or luigi_geo animations
if ((_GeoRootName == "mario_geo" || _GeoRootName == "luigi_geo") && !_GfxData->mAnimations.Empty()) {
#endif
_GfxData->mAnimationTable.Resize(256);
for (s32 i = 0; i != 256; ++i) {
String _AnimName("anim_%02X", i);