fixed the root cause instead of ignoring it

This commit is contained in:
westonCoder 2023-10-19 23:19:16 -05:00
parent 6be32e3068
commit b28bd19f6d
3 changed files with 3 additions and 2 deletions

View file

@ -544,6 +544,7 @@ void cutsceneSerializeWrite(struct Serializer* serializer, SerializeAction actio
while (curr) {
action(serializer, &curr->soundId, sizeof(u16));
action(serializer, &curr->subtitleId, sizeof(s16));
u8 volume = (u8)(clampf(curr->volume, 0.0f, 1.0f) * 255.0f);
action(serializer, &volume, sizeof(volume));
curr = curr->next;

View file

@ -157,7 +157,7 @@ void levelLoadLastCheckpoint() {
gQueuedLevel = gCurrentLevelIndex;
transformInitIdentity(&gRelativeTransform);
gRelativeTransform.position.y = PLAYER_HEAD_HEIGHT;
gRelativeVelocity = gZeroVec;
gRelativeVelocity = gZeroVec;
}
int levelGetQueued() {

View file

@ -60,7 +60,7 @@ void saveGamePopulate(struct SaveGameMenu* saveGame, int includeNew) {
enum MenuDirection saveGameUpdate(struct SaveGameMenu* saveGame) {
if (controllerGetButtonDown(0, A_BUTTON) && saveGame->savefileList->numberOfSaves) {
Checkpoint* save = stackMalloc(MAX_CHECKPOINT_SIZE);
if (!cutsceneIsSoundQueued() && checkpointSaveInto(&gScene, save)) {
if (checkpointSaveInto(&gScene, save)) {
savefileSaveGame(save, gScreenGrabBuffer, levelGetChamberNumber(gCurrentLevelIndex, gScene.player.body.currentRoom), gCurrentTestSubject, savefileGetSlot(saveGame->savefileList));
saveGamePopulate(saveGame, 0);
soundPlayerPlay(SOUNDS_BUTTONCLICKRELEASE, 1.0f, 0.5f, NULL, NULL, SoundTypeAll);