Modify some mods' behavior

This commit is contained in:
SweetSea-ButImNotSweet
2024-01-04 14:45:19 +07:00
parent e6f416eee3
commit 47fc75bae8
2 changed files with 18 additions and 21 deletions

View File

@@ -224,10 +224,10 @@ local function _loadGameEnv(P)-- Load gameEnv
for i=1,#GAME.mod do
if GAME.mod[i]>0 then
local M=MODOPT[i]
if not GAME.modPatch or M.executeOnce then
M.func(P,M.list and M.listpGAME.mod[i],false)
else
table.insert(GAME.modCodeList[P.id], function() M.func(P,M.list and M.list[GAME.mod[i]],true) end)
if not GAME.modPatch or M.executeFirst or M.onlyOnce then
M.func(P,M.list and M.list[GAME.mod[i]])
elseif GAME.modPatch and not M.onlyOnce then
table.insert(GAME.modCodeList[P.id],function() M.func(P,M.list and M.list[GAME.mod[i]],true) end)
end
end
end
@@ -396,14 +396,9 @@ local function _applyGameEnv(P)-- Finish gameEnv processing
P:newNext()
end
end
function P:resetNext()
seqGen=coroutine.create(getSeqGen(ENV.sequence))
seqCalled=false
initSZOcount=0
bagLineCounter=0
for _=1,ENV.trueNextCount do self:newNext() end
for _=1,ENV.trueNextCount do
P:newNext() end
end
P:resetNext()
if P.miniMode then
ENV.lockFX=false