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https://github.com/HarbourMasters/Shipwright.git
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More time cutscene skip fixes
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28a2cc925e
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@ -83,6 +83,9 @@ typedef enum {
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// Opt: *EnMd
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// Vanilla condition: CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD)
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GI_VB_MIDO_CONSIDER_DEKU_TREE_DEAD,
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// Opt: *ObjDekujr
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// Vanilla condition: CHECK_QUEST_ITEM(QUEST_MEDALLION_FOREST)
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GI_VB_DEKU_JR_CONSIDER_FOREST_TEMPLE_FINISHED,
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// Opt: *EnKo
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// Vanilla condition: CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD)
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GI_VB_OPEN_KOKIRI_FOREST,
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@ -155,6 +155,7 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, void*
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if ((gSaveContext.entranceIndex == ENTR_DESERT_COLOSSUS_1) && !Flags_GetEventChkInf(EVENTCHKINF_LEARNED_REQUIEM_OF_SPIRIT)) {
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Flags_SetEventChkInf(EVENTCHKINF_LEARNED_REQUIEM_OF_SPIRIT);
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// Normally happens in the cutscene
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gSaveContext.dayTime = gSaveContext.skyboxTime = 0xAC60;
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if (GameInteractor_Should(GI_VB_GIVE_ITEM_REQUIEM_OF_SPIRIT, true, NULL)) {
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Item_Give(gPlayState, ITEM_SONG_REQUIEM);
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}
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@ -183,8 +184,6 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, void*
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uint8_t isBlueWarp = 0;
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// Deku Tree Blue warp
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if (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0 && gSaveContext.cutsceneIndex == 0xFFF1) {
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gSaveContext.dayTime = gSaveContext.skyboxTime = 0x8000;
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gSaveContext.entranceIndex = ENTR_KOKIRI_FOREST_11;
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isBlueWarp = 1;
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// Dodongo's Cavern Blue warp
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@ -199,9 +198,13 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, void*
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} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 && gSaveContext.chamberCutsceneNum == CHAMBER_CS_FOREST) {
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// Normally set in the blue warp cutscene
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Flags_SetEventChkInf(EVENTCHKINF_SPOKE_TO_DEKU_TREE_SPROUT);
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gSaveContext.dayTime = gSaveContext.skyboxTime = 0x8000;
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gSaveContext.entranceIndex = ENTR_SACRED_FOREST_MEADOW_3;
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if (IS_RANDO) {
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gSaveContext.entranceIndex = ENTR_SACRED_FOREST_MEADOW_3;
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} else {
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gSaveContext.entranceIndex = ENTR_KOKIRI_FOREST_12;
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}
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isBlueWarp = 1;
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// Fire Temple Blue warp
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} else if (gSaveContext.entranceIndex == ENTR_KAKARIKO_VILLAGE_0 && gSaveContext.cutsceneIndex == 0xFFF3) {
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@ -209,6 +212,9 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, void*
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isBlueWarp = 1;
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// Water Temple Blue warp
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} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 && gSaveContext.chamberCutsceneNum == CHAMBER_CS_WATER) {
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// Normally set in the blue warp cutscene
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gSaveContext.dayTime = gSaveContext.skyboxTime = 0x4800;
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gSaveContext.entranceIndex = ENTR_LAKE_HYLIA_9;
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isBlueWarp = 1;
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// Spirit Temple Blue warp
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@ -222,6 +228,9 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, void*
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}
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if (isBlueWarp) {
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// Normally set in the blue warp cutscene
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gSaveContext.dayTime = gSaveContext.skyboxTime = 0x8000;
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*should = false;
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gSaveContext.cutsceneIndex = 0;
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@ -232,6 +241,9 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, void*
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// Flee hyrule castle cutscene
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if (gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_0 && gSaveContext.cutsceneIndex == 0xFFF1) {
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// Normally set in the blue warp cutscene
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gSaveContext.dayTime = gSaveContext.skyboxTime = 0x4AAA;
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gSaveContext.cutsceneIndex = 0;
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*should = false;
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}
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@ -420,6 +432,14 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, void*
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}
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break;
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}
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case GI_VB_DEKU_JR_CONSIDER_FOREST_TEMPLE_FINISHED: {
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// We're overriding this so that the Deku JR doesn't despawn after skipping the forest temple blue warp cutscene.
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// It typically relies on the forest medallion being obtained, but that isn't given yet until after scene init
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if (CVarGetInteger("gTimeSavers.SkipCutscene.Story", IS_RANDO)) {
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*should = Flags_GetEventChkInf(EVENTCHKINF_USED_FOREST_TEMPLE_BLUE_WARP);
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}
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break;
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}
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case GI_VB_GIVE_ITEM_FROM_BLUE_WARP:
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case GI_VB_PLAY_SHIEK_BLOCK_MASTER_SWORD_CS:
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case GI_VB_GIVE_ITEM_FAIRY_OCARINA:
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@ -514,6 +534,7 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, void*
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} else {
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gPlayState->nextEntranceIndex = ENTR_HYRULE_FIELD_17;
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}
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gSaveContext.dayTime = gSaveContext.skyboxTime = 0x8000;
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gPlayState->transitionType = TRANS_TYPE_FADE_WHITE;
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gPlayState->transitionTrigger = TRANS_TRIGGER_START;
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gSaveContext.nextTransitionType = 2;
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@ -6,6 +6,7 @@
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#include "z_obj_dekujr.h"
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#include "objects/object_dekujr/object_dekujr.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
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@ -56,7 +57,7 @@ void ObjDekujr_Init(Actor* thisx, PlayState* play) {
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this->unk_19C = 0;
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this->unk_19B = 1;
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}
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if (!CHECK_QUEST_ITEM(QUEST_MEDALLION_FOREST)) {
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if (!GameInteractor_Should(GI_VB_DEKU_JR_CONSIDER_FOREST_TEMPLE_FINISHED, CHECK_QUEST_ITEM(QUEST_MEDALLION_FOREST), this)) {
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Actor_Kill(thisx);
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} else {
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ActorShape_Init(&thisx->shape, 0.0f, NULL, 0.0f);
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