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https://github.com/HarbourMasters/Shipwright.git
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Skip walking away cutscene when freeing Gorons (#4639)
* Skip walking away cutscene when freeing Gorons * Revert a change too far * Restore Goron walking out animation
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16d69e4a28
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@ -324,6 +324,8 @@ typedef enum {
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VB_PLAY_BOLERO_OF_FIRE_CS,
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VB_PLAY_BOLERO_OF_FIRE_CS,
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VB_PLAY_SERENADE_OF_WATER_CS,
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VB_PLAY_SERENADE_OF_WATER_CS,
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VB_PLAY_EYEDROPS_CS,
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VB_PLAY_EYEDROPS_CS,
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// Opt: *EnGo2
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VB_PLAY_GORON_FREE_CS,
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// Opt: *EnOkarinaTag
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// Opt: *EnOkarinaTag
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VB_PLAY_DRAIN_WELL_CS,
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VB_PLAY_DRAIN_WELL_CS,
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// Opt: *EnOkarinaTag
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// Opt: *EnOkarinaTag
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@ -12,6 +12,7 @@ extern "C" {
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#include "src/overlays/actors/ovl_Bg_Bdan_Switch/z_bg_bdan_switch.h"
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#include "src/overlays/actors/ovl_Bg_Bdan_Switch/z_bg_bdan_switch.h"
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#include "src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.h"
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#include "src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.h"
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#include "src/overlays/actors/ovl_En_Owl/z_en_owl.h"
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#include "src/overlays/actors/ovl_En_Owl/z_en_owl.h"
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#include "src/overlays/actors/ovl_En_Go2/z_en_go2.h"
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#include "src/overlays/actors/ovl_En_Ko/z_en_ko.h"
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#include "src/overlays/actors/ovl_En_Ko/z_en_ko.h"
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#include "src/overlays/actors/ovl_En_Ma1/z_en_ma1.h"
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#include "src/overlays/actors/ovl_En_Ma1/z_en_ma1.h"
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#include "src/overlays/actors/ovl_En_Ru2/z_en_ru2.h"
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#include "src/overlays/actors/ovl_En_Ru2/z_en_ru2.h"
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@ -519,6 +520,12 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li
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}
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}
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break;
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break;
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}
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}
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case VB_PLAY_GORON_FREE_CS: {
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), 0)) {
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*should = false;
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}
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break;
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}
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case VB_PLAY_DOOR_OF_TIME_CS: {
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case VB_PLAY_DOOR_OF_TIME_CS: {
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO)) {
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO)) {
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*should = false;
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*should = false;
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@ -1919,7 +1919,9 @@ void EnGo2_GoronFireGenericAction(EnGo2* this, PlayState* play) {
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switch (this->goronState) {
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switch (this->goronState) {
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case 0: // Wake up
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case 0: // Wake up
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if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
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if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
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EnGo2_GoronFireCamera(this, play);
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if (GameInteractor_Should(VB_PLAY_GORON_FREE_CS, true)) {
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EnGo2_GoronFireCamera(this, play);
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}
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play->msgCtx.msgMode = MSGMODE_PAUSED;
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play->msgCtx.msgMode = MSGMODE_PAUSED;
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_2);
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_2);
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this->waypoint = 1;
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this->waypoint = 1;
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@ -1939,7 +1941,9 @@ void EnGo2_GoronFireGenericAction(EnGo2* this, PlayState* play) {
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(f32)((Math_SinS(this->actor.world.rot.y) * -30.0f) + this->actor.world.pos.x);
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(f32)((Math_SinS(this->actor.world.rot.y) * -30.0f) + this->actor.world.pos.x);
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player->actor.world.pos.z =
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player->actor.world.pos.z =
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(f32)((Math_CosS(this->actor.world.rot.y) * -30.0f) + this->actor.world.pos.z);
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(f32)((Math_CosS(this->actor.world.rot.y) * -30.0f) + this->actor.world.pos.z);
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Player_SetCsActionWithHaltedActors(play, &this->actor, 8);
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if (GameInteractor_Should(VB_PLAY_GORON_FREE_CS, true)) {
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Player_SetCsActionWithHaltedActors(play, &this->actor, 8);
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}
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Audio_PlayFanfare(NA_BGM_APPEAR);
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Audio_PlayFanfare(NA_BGM_APPEAR);
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}
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}
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break;
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break;
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@ -1975,8 +1979,10 @@ void EnGo2_GoronFireGenericAction(EnGo2* this, PlayState* play) {
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}
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}
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case 4: // Finalize walking away
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case 4: // Finalize walking away
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Message_CloseTextbox(play);
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Message_CloseTextbox(play);
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EnGo2_GoronFireClearCamera(this, play);
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if (GameInteractor_Should(VB_PLAY_GORON_FREE_CS, true)) {
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Player_SetCsActionWithHaltedActors(play, &this->actor, 7);
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EnGo2_GoronFireClearCamera(this, play);
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Player_SetCsActionWithHaltedActors(play, &this->actor, 7);
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}
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Actor_Kill(&this->actor);
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Actor_Kill(&this->actor);
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break;
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break;
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case 1:
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case 1:
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