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Fix the windmill slash crash after visiting the weapon menu - #245
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InitMenuWeaponModelReference clears twelve entries of the ten-entry weapon model
table, as retail does. On the PS2 the extra two landed on the item menu's saved
ambient, which it saves again before use; in the port they landed on
WepEffectMenuReadBuf. Leaving the weapon menu then reloaded the character's
effect from that pointer, found no model ("not found c01_fuusya.cfg"), and
Toan's windmill slash crashed on the effect's missing frame.
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Toan's windmill slash (level-2 charged attack) crashed once the weapon menu had been opened and closed.
fixes #246
When the weapon menu opens,
InitMenuWeaponModelReferenceclears twelve entries of the ten-entryMenuWeaponModelInfotable, just as retail does. On the PS2 the two extra entries landed onMenuCharaOldAmbient, which the item menu saves again before it restores it, so the overrun did no harm. The port doesn't keep the globals' order, so the overrun landed onWepEffectMenuReadBufand set it to -1. Leaving the menu then reloaded the character's effect from that pointer and found no model (not found c01_fuusya.cfg). The next windmill slash crashed inCSHOT_EFFECT::Seton a null frame, fromToanKey_Play.The port's copy of
InitMenuWeaponModelReferencenow clears only the table's own ten entries.Tested:
WepEffectMenuReadBuf.MenuWeaponModel.ClearingTheReferencesStaysInTheTable: clearing the table resets all ten entries and leavesWepEffectMenuReadBufuntouched.