Freeze fix/first batch of skull actors

This commit is contained in:
aMannus 2022-07-17 23:50:48 +02:00
parent 4ccd4d5895
commit 0da14603e2
2 changed files with 29 additions and 1 deletions

View File

@ -2960,6 +2960,12 @@ RandomizerCheck Randomizer::GetCheckFromActor(s16 sceneNum, s16 actorId, s16 act
return RC_HF_COW_GROTTO_GOSSIP_STONE;
case 14355:
return RC_HC_STORMS_GROTTO_GOSSIP_STONE;
case 10753:
return RC_HF_GS_COW_GROTTO;
case 10754:
return RC_HF_GS_NEAR_KAK_GROTTO;
case 11778:
return RC_HC_GS_STORMS_GROTTO;
default:
return RC_UNKNOWN_CHECK;
}
@ -2998,6 +3004,12 @@ RandomizerCheck Randomizer::GetCheckFromActor(s16 sceneNum, s16 actorId, s16 act
return RC_LLR_FREESTANDING_POH;
}
break;
case 77:
switch (actorParams) {
case -29176:
return RC_MARKET_GS_GUARD_HOUSE;
}
break;
case 82:
switch (actorId) {
case 316:
@ -3044,6 +3056,12 @@ RandomizerCheck Randomizer::GetCheckFromActor(s16 sceneNum, s16 actorId, s16 act
return RC_KF_DEKU_TREE_RIGHT_GOSSIP_STONE;
case 14623:
return RC_KF_DEKU_TREE_LEFT_GOSSIP_STONE;
case 19458:
return RC_KF_GS_KNOW_IT_ALL_HOUSE;
case 27649:
return RC_KF_GS_BEAN_PATCH;
case 19460:
return RC_KF_GS_HOUSE_OF_TWINS;
}
break;
case 86:
@ -3054,6 +3072,8 @@ RandomizerCheck Randomizer::GetCheckFromActor(s16 sceneNum, s16 actorId, s16 act
return RC_SFM_MAZE_UPPER_GOSSIP_STONE;
case 14876:
return RC_SFM_SARIA_GOSSIP_STONE;
case 19720:
return RC_SFM_GS;
}
break;
case 87:
@ -3116,6 +3136,12 @@ RandomizerCheck Randomizer::GetCheckFromActor(s16 sceneNum, s16 actorId, s16 act
return RC_LW_DEKU_SCRUB_NEAR_BRIDGE;
case 14365:
return RC_LW_GOSSIP_STONE;
case 27905:
return RC_LW_GS_BEAN_PATCH_NEAR_BRIDGE;
case 27906:
return RC_LW_GS_BEAN_PATCH_NEAR_THEATER;
case 19716:
return RC_LW_GS_ABOVE_THEATER;
}
break;
case 92:
@ -3149,6 +3175,8 @@ RandomizerCheck Randomizer::GetCheckFromActor(s16 sceneNum, s16 actorId, s16 act
return RC_HC_MALON_GOSSIP_STONE;
case 14347:
return RC_HC_ROCK_WALL_GOSSIP_STONE;
case -29180:
return RC_HC_GS_TREE;
}
break;
case 96:

View File

@ -101,7 +101,7 @@ void func_80AFB768(EnSi* this, GlobalContext* globalCtx) {
itemGiveId = sGetItemTable[getItemId - 1].itemId;
}
Item_Give(globalCtx, itemGiveId);
if (CVar_GetS32("gSkulltulaFreeze", 0) != 1) {
if (CVar_GetS32("gSkulltulaFreeze", 0) != 1 || itemGiveId != ITEM_SKULL_TOKEN) {
player->actor.freezeTimer = 20;
}
Message_StartTextbox(globalCtx, textId, NULL);