From 0b8cc71d0d59883304aee2d3287f19bc81da03b7 Mon Sep 17 00:00:00 2001 From: Archez Date: Fri, 19 Apr 2024 09:41:04 -0400 Subject: [PATCH] fix actor init flow with object loading (#3987) --- soh/src/code/z_actor.c | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/soh/src/code/z_actor.c b/soh/src/code/z_actor.c index c1dc66e23..0accb49d0 100644 --- a/soh/src/code/z_actor.c +++ b/soh/src/code/z_actor.c @@ -1220,7 +1220,7 @@ void Actor_Init(Actor* actor, PlayState* play) { actor->floorBgId = BGCHECK_SCENE; ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f); if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) { - //Actor_SetObjectDependency(play, actor); + Actor_SetObjectDependency(play, actor); actor->init(actor, play); actor->init = NULL; @@ -2548,6 +2548,13 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) { Actor_SetObjectDependency(play, actor); actor->init(actor, play); actor->init = NULL; + + GameInteractor_ExecuteOnActorInit(actor); + + // For enemy health bar we need to know the max health during init + if (actor->category == ACTORCAT_ENEMY) { + actor->maximumHealth = actor->colChkInfo.health; + } } actor = actor->next; } else if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {