GameDataMgr: Difference between revisions
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→TriggerParams
imported>Leoetlino m (→Reset flags) |
imported>Leoetlino |
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After all GameData flag info has been loaded into this->triggerParam from the GameData archive ([[gamedata.sarc]]), another TriggerParam instance called param1 (this->triggerParam1) is constructed and data is copied from this->triggerParam. The copy function also builds the lists of flags that need to be reset (with a non-zero ResetType) and of boolean flags with (initialValue >> 1) != 0. | After all GameData flag info has been loaded into this->triggerParam from the GameData archive ([[gamedata.sarc]]), another TriggerParam instance called param1 (this->triggerParam1) is constructed and data is copied from this->triggerParam. The copy function also builds the lists of flags that need to be reset (with a non-zero ResetType) and of boolean flags with (initialValue >> 1) != 0. | ||
* Changes to GameData are (usually) made to param1. A flag allows all param1 changes to be automatically propagated to param, but it appears to be unset under normal operation. | |||
* Under some cases, SaveMgr triggers copies from param to param1. | |||
* GameDataMgr::calc copies param1 to param unless a flag is set. | |||
== Flags == | == Flags == |