Fix location/camera switching debug code (#760)
Some checks are pending
CI / clang-format (push) Waiting to run
CI / ${{ matrix.name }} (false, --toolchain /usr/local/vitasdk/share/vita.toolchain.cmake, false, false, Ninja, Vita, ubuntu-latest, true, true) (push) Waiting to run
CI / ${{ matrix.name }} (false, -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION=10.0.26100.0, false, false, Visual Studio 17 2022, true, Xbox One, windows-latest, amd64, false, true) (push) Waiting to run
CI / ${{ matrix.name }} (false, -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/3DS.cmake, false, devkitpro/devkitarm:latest, false, Ninja, true, Nintendo 3DS, ubuntu-latest, true) (push) Waiting to run
CI / ${{ matrix.name }} (false, -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/Switch.cmake, false, devkitpro/devkita64:latest, false, Ninja, Nintendo Switch, true, ubuntu-latest, true) (push) Waiting to run
CI / ${{ matrix.name }} (false, emcmake, false, false, true, Ninja, Emscripten, ubuntu-latest, true) (push) Waiting to run
CI / ${{ matrix.name }} (false, false, false, Ninja, true, MSVC (arm64), windows-latest, amd64_arm64, false) (push) Waiting to run
CI / ${{ matrix.name }} (false, false, true, Ninja, true, MSVC (x86), windows-latest, amd64_x86, false) (push) Waiting to run
CI / ${{ matrix.name }} (false, true, false, Ninja, true, MSVC (x64), windows-latest, amd64, false) (push) Waiting to run
CI / ${{ matrix.name }} (false, true, true, false, Ninja, true, MSVC (x64 Debug), windows-latest, amd64, false) (push) Waiting to run
CI / ${{ matrix.name }} (true, false, -DCMAKE_SYSTEM_NAME=iOS, false, false, Xcode, true, iOS, macos-15, true) (push) Waiting to run
CI / ${{ matrix.name }} (true, false, false, Ninja, true, mingw-w64-i686, mingw32, msys2 mingw32, windows-latest, msys2 {0}, true) (push) Waiting to run
CI / ${{ matrix.name }} (true, false, false, false, Ninja, Android, ubuntu-latest, true) (push) Waiting to run
CI / ${{ matrix.name }} (true, false, true, false, Ninja, macOS, macos-latest, true) (push) Waiting to run
CI / ${{ matrix.name }} (true, true, false, Ninja, true, mingw-w64-x86_64, mingw64, msys2 mingw64, windows-latest, msys2 {0}, true) (push) Waiting to run
CI / ${{ matrix.name }} (true, true, true, false, Ninja, true, Linux (Debug), ubuntu-latest, true) (push) Waiting to run
CI / ${{ matrix.name }} (true, true, true, false, Ninja, true, Linux, ubuntu-latest, true) (push) Waiting to run
CI / Flatpak (${{ matrix.arch }}) (aarch64, ubuntu-22.04-arm) (push) Waiting to run
CI / Flatpak (${{ matrix.arch }}) (x86_64, ubuntu-latest) (push) Waiting to run
CI / C++ (push) Waiting to run
CI / Release (push) Blocked by required conditions
Docker / Publish web port (push) Waiting to run

This commit is contained in:
Christian Semmler 2026-01-01 09:41:37 -07:00 committed by GitHub
parent 119b2777b8
commit 945d868644
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194

View File

@ -840,7 +840,28 @@ MxLong LegoNavController::Notify(MxParam& p_param)
// Add to base g_locations offset // Add to base g_locations offset
g_nextLocation += key - '0'; g_nextLocation += key - '0';
g_locationCalcStep = 0; g_locationCalcStep = 0;
UpdateLocation(g_nextLocation);
LegoPathActor* userActor = UserActor();
if (userActor != NULL && (MxU32) g_nextLocation < sizeOfArray(g_locations)) {
LegoWorld* world = CurrentWorld();
LegoLocation::Boundary* boundary = &g_locations[g_nextLocation].m_boundaryA;
if (world != NULL && boundary->m_name != NULL) {
world->PlaceActor(
userActor,
boundary->m_name,
boundary->m_src,
boundary->m_srcScale,
boundary->m_dest,
boundary->m_destScale
);
}
userActor->SetLocation(
g_locations[g_nextLocation].m_position,
g_locations[g_nextLocation].m_direction,
g_locations[g_nextLocation].m_up,
FALSE
);
}
} }
} }
else if (g_animationCalcStep) { else if (g_animationCalcStep) {