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Fix for dynos mod actors that replace other actors
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2 changed files with 2 additions and 2 deletions
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@ -74,7 +74,7 @@ static bool DynOS_Actor_WriteBinary(const SysPath &aOutputFilename, GfxData *aGf
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GfxData *DynOS_Actor_LoadFromBinary(const SysPath &aPackFolder, const char *aActorName) {
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struct DynosGfxDataCache { SysPath mPackFolder; Array<Pair<const char *, GfxData *>> mGfxData; };
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static Array<DynosGfxDataCache *> sDynosGfxDataCache;
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static Array<DynosGfxDataCache *> sDynosGfxDataCache = {};
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// Look for pack in cache
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DynosGfxDataCache *_Pack = NULL;
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@ -128,6 +128,7 @@ GfxData *DynOS_Actor_LoadFromBinary(const SysPath &aPackFolder, const char *aAct
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_Pack->mGfxData.Add({ aActorName, _GfxData });
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sDynosGfxDataCache.Add(_Pack);
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}
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return _GfxData;
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}
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@ -39,7 +39,6 @@ void DynOS_Actor_AddCustom(const SysPath &aPackFolder, const char *aActorName) {
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sDynosCustomActors.Add({ actorName, geoLayout });
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} else {
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index = foundIndex;
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free(actorName);
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}
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// Alloc and init the actors gfx list
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