More 1PC skips

This commit is contained in:
Garrett Cox 2024-02-23 14:06:27 -06:00
parent 13a113c362
commit 09c967249f
2 changed files with 20 additions and 12 deletions

View File

@ -20,6 +20,7 @@ extern "C" {
#include "src/overlays/actors/ovl_En_Tk/z_en_tk.h" #include "src/overlays/actors/ovl_En_Tk/z_en_tk.h"
#include "src/overlays/actors/ovl_En_Fu/z_en_fu.h" #include "src/overlays/actors/ovl_En_Fu/z_en_fu.h"
#include "src/overlays/actors/ovl_Bg_Spot02_Objects/z_bg_spot02_objects.h" #include "src/overlays/actors/ovl_Bg_Spot02_Objects/z_bg_spot02_objects.h"
#include "src/overlays/actors/ovl_Bg_Hidan_Kousi/z_bg_hidan_kousi.h"
extern SaveContext gSaveContext; extern SaveContext gSaveContext;
extern PlayState* gPlayState; extern PlayState* gPlayState;
} }
@ -88,7 +89,8 @@ void EnZl4_SkipToGivingZeldasLetter(EnZl4* enZl4, PlayState* play) {
static int successChimeCooldown = 0; static int successChimeCooldown = 0;
void RateLimitedSuccessChime() { void RateLimitedSuccessChime() {
if (successChimeCooldown == 0) { if (successChimeCooldown == 0) {
func_80078884(NA_SE_SY_CORRECT_CHIME); // Currently disabled, need to find a better way to do this, while being consistent with vanilla
// func_80078884(NA_SE_SY_CORRECT_CHIME);
successChimeCooldown = 120; successChimeCooldown = 120;
} }
} }
@ -282,25 +284,31 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, void*
RateLimitedSuccessChime(); RateLimitedSuccessChime();
break; break;
} }
// case ACTOR_PLAYER: // This might cause issues case ACTOR_BG_HIDAN_KOUSI: {
BgHidanKousi* switchActor = static_cast<BgHidanKousi*>(opt);
BgHidanKousi_SetupAction(switchActor, func_80889C18);
*should = false;
RateLimitedSuccessChime();
break;
}
case ACTOR_BG_HIDAN_FWBIG: {
*should = false;
break;
}
case ACTOR_EN_TA: case ACTOR_EN_TA:
case ACTOR_DOOR_SHUTTER: case ACTOR_DOOR_SHUTTER:
case ACTOR_BG_ICE_SHUTTER:
case ACTOR_OBJ_LIGHTSWITCH:
case ACTOR_EN_BOX: case ACTOR_EN_BOX:
case ACTOR_OBJ_SYOKUDAI: case ACTOR_OBJ_SYOKUDAI:
case ACTOR_OBJ_TIMEBLOCK: case ACTOR_OBJ_TIMEBLOCK:
case ACTOR_EN_PO_SISTERS: case ACTOR_EN_PO_SISTERS:
// Prop
case ACTOR_OBJ_ICE_POLY: case ACTOR_OBJ_ICE_POLY:
case ACTOR_BG_YDAN_MARUTA: case ACTOR_BG_YDAN_MARUTA:
case ACTOR_BG_SPOT18_SHUTTER: case ACTOR_BG_SPOT18_SHUTTER:
case ACTOR_BG_SPOT05_SOKO: case ACTOR_BG_SPOT05_SOKO:
case ACTOR_BG_SPOT18_BASKET: case ACTOR_BG_SPOT18_BASKET:
// BG case ACTOR_BG_HIDAN_CURTAIN:
// case ACTOR_BG_YDAN_SP:
// case ACTOR_BG_YDAN_HASI:
// case ACTOR_BG_DODOAGO:
// case ACTOR_BG_DDAN_KD:
// case ACTOR_BG_DDAN_JD:
*should = false; *should = false;
RateLimitedSuccessChime(); RateLimitedSuccessChime();
break; break;
@ -684,14 +692,11 @@ void TimeSaverOnActorInitHandler(void* actorRef) {
} }
if (actor->id == ACTOR_BG_SPOT02_OBJECTS && actor->params == 2) { if (actor->id == ACTOR_BG_SPOT02_OBJECTS && actor->params == 2) {
SPDLOG_INFO("Registering BG_SPOT02 hook");
bgSpot02UpdateHook = GameInteractor::Instance->RegisterGameHook<GameInteractor::OnActorUpdate>([](void* innerActorRef) mutable { bgSpot02UpdateHook = GameInteractor::Instance->RegisterGameHook<GameInteractor::OnActorUpdate>([](void* innerActorRef) mutable {
Actor* innerActor = static_cast<Actor*>(innerActorRef); Actor* innerActor = static_cast<Actor*>(innerActorRef);
if (innerActor->id == ACTOR_BG_SPOT02_OBJECTS && innerActor->params == 2 && (CVarGetInteger("gTimeSavers.SkipMiscInteractions", IS_RANDO))) { if (innerActor->id == ACTOR_BG_SPOT02_OBJECTS && innerActor->params == 2 && (CVarGetInteger("gTimeSavers.SkipMiscInteractions", IS_RANDO))) {
SPDLOG_INFO("on update BG_SPOT02 hook");
BgSpot02Objects* bgSpot02 = static_cast<BgSpot02Objects*>(innerActorRef); BgSpot02Objects* bgSpot02 = static_cast<BgSpot02Objects*>(innerActorRef);
if (bgSpot02->actionFunc == func_808ACC34) { if (bgSpot02->actionFunc == func_808ACC34) {
SPDLOG_INFO("BGspot02 OVERRIDDEN");
bgSpot02->actionFunc = func_808AC908; bgSpot02->actionFunc = func_808AC908;
GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnActorUpdate>(bgSpot02UpdateHook); GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnActorUpdate>(bgSpot02UpdateHook);
GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnSceneInit>(bgSpot02KillHook); GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnSceneInit>(bgSpot02KillHook);

View File

@ -14,4 +14,7 @@ typedef struct BgHidanKousi {
/* 0x0168 */ s16 unk_168; /* 0x0168 */ s16 unk_168;
} BgHidanKousi; // size = 0x016C } BgHidanKousi; // size = 0x016C
void BgHidanKousi_SetupAction(BgHidanKousi* bgHidanKousi, BgHidanKousiActionFunc actionFunc);
void func_80889C18(BgHidanKousi* bgHidanKousi, PlayState* play);
#endif #endif