Makes sure the loading code for terrain assets is properly assigned.

This ensures stuff like saving works properly.
This commit is contained in:
JeffR 2025-09-15 21:16:34 -05:00
parent 5d84b612bd
commit ce1be5e881

View file

@ -192,7 +192,10 @@ void TerrainAsset::setTerrainFileName(const char* pScriptFile)
U32 TerrainAsset::load() U32 TerrainAsset::load()
{ {
if (!Torque::FS::IsFile(mTerrainFilePath)) if (!Torque::FS::IsFile(mTerrainFilePath))
return BadFileReference; {
mLoadedState = BadFileReference;
return mLoadedState;
}
mTerrMaterialAssets.clear(); mTerrMaterialAssets.clear();
mTerrMaterialAssetIds.clear(); mTerrMaterialAssetIds.clear();
@ -229,9 +232,15 @@ U32 TerrainAsset::load()
mTerrainFile = ResourceManager::get().load(mTerrainFilePath); mTerrainFile = ResourceManager::get().load(mTerrainFilePath);
if (mTerrainFile) if (mTerrainFile)
return Ok; {
mLoadedState = Ok;
}
else
{
mLoadedState = BadFileReference;
}
return BadFileReference; return mLoadedState;
} }
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------