From 26d934541a7f8cf525cdacf9582133ef481b3e95 Mon Sep 17 00:00:00 2001 From: MoriyaFaith <46070717+MoriyaFaith@users.noreply.github.com> Date: Thu, 1 Jun 2023 21:38:43 -0400 Subject: [PATCH] main commit (#2918) --- soh/soh/Enhancements/presets.h | 1 + soh/soh/GameMenuBar.cpp | 4 +++- soh/src/code/z_player_lib.c | 4 +++- 3 files changed, 7 insertions(+), 2 deletions(-) diff --git a/soh/soh/Enhancements/presets.h b/soh/soh/Enhancements/presets.h index 1a17368a9..5db7cb610 100644 --- a/soh/soh/Enhancements/presets.h +++ b/soh/soh/Enhancements/presets.h @@ -203,6 +203,7 @@ const std::vector enhancementsCvars = { "gLowResMode", "gDrawLineupTick", "gQuickBongoKill", + "gFPSGauntlets", "gDirtPathFix", "gAuthenticLogo", "gPauseLiveLinkRotationSpeed", diff --git a/soh/soh/GameMenuBar.cpp b/soh/soh/GameMenuBar.cpp index be5193eb7..88ea3f727 100644 --- a/soh/soh/GameMenuBar.cpp +++ b/soh/soh/GameMenuBar.cpp @@ -829,6 +829,8 @@ namespace GameMenuBar { UIWidgets::Tooltip("Changes the rupee in the wallet icon to match the wallet size you currently have"); UIWidgets::PaddedEnhancementCheckbox("Always show dungeon entrances", "gAlwaysShowDungeonMinimapIcon", true, false); UIWidgets::Tooltip("Always shows dungeon entrance icons on the minimap"); + UIWidgets::PaddedEnhancementCheckbox("Show Gauntlets in First Person", "gFPSGauntlets", true, false); + UIWidgets::Tooltip("Renders Gauntlets when using the Bow and Hookshot like in OOT3D"); UIWidgets::Spacer(0); if (ImGui::BeginMenu("Animated Link in Pause Menu")) { ImGui::Text("Rotation"); @@ -870,7 +872,7 @@ namespace GameMenuBar { if (CVarGetInteger("gPauseLiveLink", 0) >= 16) { UIWidgets::EnhancementSliderInt("Frame to wait: %d", "##MinFrameCount", "gMinFrameCount", 1, 1000, "", 0); } - + ImGui::EndMenu(); } UIWidgets::PaddedText("Fix Vanishing Paths", true, false); diff --git a/soh/src/code/z_player_lib.c b/soh/src/code/z_player_lib.c index 581044935..262ac3e91 100644 --- a/soh/src/code/z_player_lib.c +++ b/soh/src/code/z_player_lib.c @@ -803,7 +803,9 @@ void func_8008F470(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dLis SkelAnime_DrawFlexLod(play, skeleton, jointTable, dListCount, overrideLimbDraw, postLimbDraw, data, lod); - if ((overrideLimbDraw != func_800902F0) && (overrideLimbDraw != func_80090440) && (gSaveContext.gameMode != 3)) { + if (((CVarGetInteger("gFPSGauntlets", 0) && LINK_IS_ADULT) || (overrideLimbDraw != func_800902F0)) && + (overrideLimbDraw != func_80090440) && + (gSaveContext.gameMode != 3)) { if (LINK_IS_ADULT) { s32 strengthUpgrade = CUR_UPG_VALUE(UPG_STRENGTH);