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Don't require input for credits textboxes (#2193)
* Don't require input for credits textboxes * Use cvar instead of rando flag
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@ -175,7 +175,8 @@ const std::vector<const char*> enhancementsCvars = {
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"gBombchuBowlingAmmunition",
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"gCreditsFix",
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"gSilverRupeeJingleExtend",
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"gStaticExplosionRadius"
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"gStaticExplosionRadius",
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"gNoInputForCredits",
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};
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const std::vector<const char*> randomizerCvars = {
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@ -617,6 +618,8 @@ const std::vector<PresetEntry> randomizerPresetEntries = {
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PRESET_ENTRY_S32("gPauseLiveLink", 16),
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// Frames to wait
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PRESET_ENTRY_S32("gMinFrameCount", 200),
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PRESET_ENTRY_S32("gNoInputForCredits", 1),
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};
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const std::vector<PresetEntry> s6PresetEntries = {
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@ -641,6 +641,8 @@ namespace GameMenuBar {
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UIWidgets::Tooltip("Allows graves to be pulled when child during the day");
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UIWidgets::PaddedEnhancementCheckbox("Dogs follow you everywhere", "gDogFollowsEverywhere", true, false);
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UIWidgets::Tooltip("Allows dogs to follow you anywhere you go, even if you leave the market");
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UIWidgets::PaddedEnhancementCheckbox("Don't require input for Credits sequence", "gNoInputForCredits", true, false);
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UIWidgets::Tooltip("Removes the input requirement on textboxes after defeating Ganon, allowing Credits sequence to continue to progress");
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// Blue Fire Arrows
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bool forceEnableBlueFireArrows = gSaveContext.n64ddFlag &&
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@ -1180,6 +1180,23 @@ void Message_Decode(PlayState* play) {
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while (true) {
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phi_s1 = temp_s2 = msgCtx->msgBufDecoded[decodedBufPos] = font->msgBuf[msgCtx->msgBufPos];
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// Don't require input for credits textboxes in randomizer
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if (CVarGetInteger("gNoInputForCredits", 0) && (
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msgCtx->textId == 0x706F ||
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msgCtx->textId == 0x7091 ||
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msgCtx->textId == 0x7092 ||
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msgCtx->textId == 0x7093 ||
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msgCtx->textId == 0x7094 ||
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msgCtx->textId == 0x7095
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)) {
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if (temp_s2 == MESSAGE_BOX_BREAK) {
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phi_s1 = temp_s2 = msgCtx->msgBufDecoded[decodedBufPos] = font->msgBuf[msgCtx->msgBufPos] = MESSAGE_BOX_BREAK_DELAYED;
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} else if (temp_s2 == MESSAGE_END) {
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phi_s1 = temp_s2 = msgCtx->msgBufDecoded[decodedBufPos] = font->msgBuf[msgCtx->msgBufPos] = MESSAGE_FADE2;
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phi_s1 = temp_s2 = msgCtx->msgBufDecoded[++decodedBufPos] = font->msgBuf[++msgCtx->msgBufPos] = MESSAGE_END;
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}
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}
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if (temp_s2 == MESSAGE_BOX_BREAK || temp_s2 == MESSAGE_TEXTID || temp_s2 == MESSAGE_BOX_BREAK_DELAYED ||
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temp_s2 == MESSAGE_EVENT || temp_s2 == MESSAGE_END) {
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// Textbox decoding ends with any of the above text control characters
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