Brio compatibility.

This commit is contained in:
Ottermandias 2023-11-22 14:40:49 +01:00
parent 380e682cb4
commit 2c3f7fb92a

View file

@ -64,7 +64,10 @@ public class ObjectManager : IReadOnlyDictionary<ActorIdentifier, ActorData>
for (var i = (int)ScreenActor.CutsceneStart; i < (int)ScreenActor.CutsceneEnd; ++i)
{
Actor character = _objects.GetObjectAddress(i);
if (!character.Valid)
// Technically the game does not create holes in cutscenes or GPose.
// But for Brio compatibility, we allow holes in GPose.
// Since GPose always has the event actor in the first cutscene slot, we can still optimize in this case.
if (!character.Valid && i == (int)ScreenActor.CutsceneStart)
break;
HandleIdentifier(character.GetIdentifier(_actors.AwaitedService), character);