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This reverts commit 139a7f8.
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woops didnt mean to close and reopen my apologies |
| static HOOK_ID hookId = 0; | ||
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| GameInteractor::Instance | ||
| ->UnregisterGameHook<GameInteractor::OnGameFrameUpdate>(hookId); | ||
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| hookId = GameInteractor::Instance | ||
| ->RegisterGameHook<GameInteractor::OnGameFrameUpdate>( | ||
| OnGameFrameUpdateSkeletons | ||
| ); |
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See code using COND_HOOK, ideally you would have bool for that only when this matters, but for unconditional usage you can use true as condition
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was looking at other instances of COND_HOOK being used and im struggling to figure out how to apply it here with the desired result. im fairly new to coding so i dont really understand
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I can say that letting the code run every frame is almost certainly not going to be merged. That's far too heavy an operational cost. That being said, I don't know enough about the problem to be able to suggest any solutions. |
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yea thats understandable. i tried other things too but nothing worked. like getting the code to run whenever a new scene is loaded but didnt fix it. truthfully im not even 100% sure why the problem happens to begin with, ive only theorized that perhaps the code runs, updates the player skeleton, then on scene change it just doesnt get ran again when link is reloaded onto a new scene. i also could be wrong idk. |
properly shows custom model on the pause menu after closing and reopening
This reverts commit f9f626b.
this fixes the bug with custom tunics resetting on scene change.
reruns the custom skeleton code every frame. i couldnt come up with any other way to do this.maybe could be tweaked to stop running if no custom tunic is used idk tho i suck at code.
tweaked it to use OnPlayerUpdate instead.
doesnt update it in the pause menu but i dont really care.the customs skeletons still persist through scene changes2025-12-14.15-28-05.mp4