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crash bypass
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@ -1281,7 +1281,6 @@ void AudioSeq_SequencePlayerProcessSequence(SequencePlayer* seqPlayer) {
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}
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}
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seqPlayer->tempoAcc = (seqPlayer->tempoAcc - gMaxTempo) & 0xFFFF; // fake?
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seqPlayer->tempoAcc = (seqPlayer->tempoAcc - gMaxTempo) & 0xFFFF; // fake?
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bool euRunning = GameEngine_HasVersion(SF64_VER_EU);
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bool euRunning = GameEngine_HasVersion(SF64_VER_EU);
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if (seqPlayer->delay > 1) {
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if (seqPlayer->delay > 1) {
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@ -1290,6 +1289,10 @@ void AudioSeq_SequencePlayerProcessSequence(SequencePlayer* seqPlayer) {
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temp_s0 = &seqPlayer->scriptState;
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temp_s0 = &seqPlayer->scriptState;
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seqPlayer->recalculateVolume = true;
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seqPlayer->recalculateVolume = true;
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while (true) {
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while (true) {
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// LTODO: Needs to be fixed!
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if (euRunning && temp_s0->pc == NULL) {
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break;
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}
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temp_s2 = AudioSeq_ScriptReadU8(temp_s0);
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temp_s2 = AudioSeq_ScriptReadU8(temp_s0);
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if (temp_s2 == 0xFF) {
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if (temp_s2 == 0xFF) {
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if (temp_s0->depth == 0) {
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if (temp_s0->depth == 0) {
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