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Organize ship specific save context additions #4597
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The failed linux check here looks real, if you aren't aware. seems to be some LUS thing not liking your changes |
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I'm not entirely sold on the sheer amount of nested members getting to quest-specific data or the union itself, but it's not a hard block for me. The code looks sound. Would like to get a few more opinions on it.
I think that's a straightforward conflict resolution, but just in case I'll have you take care of it, then we'll get it merged. |
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1 question pertaining some rando inf flag code, otherwise it looks good to me after merge conflicts are resolved. I'm not a huge fan of how nested some of these get either, but very happy with the overal separation off of the regular savecontext.
// Sets all rando flags to false | ||
for (s32 i = 0; i < ARRAY_COUNT(gSaveContext.randomizerInf); i++) { | ||
gSaveContext.randomizerInf[i] = 0; | ||
} | ||
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Why was this removed?
soh/soh/SaveManager.cpp
Outdated
for (int flag = 0; flag < ARRAY_COUNT(gSaveContext.randomizerInf); flag++) { | ||
gSaveContext.randomizerInf[flag] = 0; | ||
} |
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And this one
soh/src/code/z_actor.c
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if (!IS_RANDO) { | ||
LUSLOG_ERROR("Tried to set randomizerInf flag \"%d\" outside of rando", flag); | ||
assert(false); | ||
return; | ||
} | ||
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I understand why this was added while you were already around this code, but I'd suggest to separate this kinda stuff into a different PR down the line.
Funnily enough, all those changes were stuff that I forgot to revert after moving the |
Once the build succeeds again and conflicts are resolved, I'll look to get this in again. |
I've left
randomizerInf
alone for now, will probably do a followup pr soon.Build Artifacts