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
This commit is contained in:
Jordan Longstaff 2024-12-12 10:25:07 -05:00 committed by GitHub
parent 16d69e4a28
commit 2e71a826b2
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GPG Key ID: B5690EEEBB952194
3 changed files with 19 additions and 4 deletions

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@ -324,6 +324,8 @@ typedef enum {
VB_PLAY_BOLERO_OF_FIRE_CS, VB_PLAY_BOLERO_OF_FIRE_CS,
VB_PLAY_SERENADE_OF_WATER_CS, VB_PLAY_SERENADE_OF_WATER_CS,
VB_PLAY_EYEDROPS_CS, VB_PLAY_EYEDROPS_CS,
// Opt: *EnGo2
VB_PLAY_GORON_FREE_CS,
// Opt: *EnOkarinaTag // Opt: *EnOkarinaTag
VB_PLAY_DRAIN_WELL_CS, VB_PLAY_DRAIN_WELL_CS,
// Opt: *EnOkarinaTag // Opt: *EnOkarinaTag

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@ -12,6 +12,7 @@ extern "C" {
#include "src/overlays/actors/ovl_Bg_Bdan_Switch/z_bg_bdan_switch.h" #include "src/overlays/actors/ovl_Bg_Bdan_Switch/z_bg_bdan_switch.h"
#include "src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.h" #include "src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.h"
#include "src/overlays/actors/ovl_En_Owl/z_en_owl.h" #include "src/overlays/actors/ovl_En_Owl/z_en_owl.h"
#include "src/overlays/actors/ovl_En_Go2/z_en_go2.h"
#include "src/overlays/actors/ovl_En_Ko/z_en_ko.h" #include "src/overlays/actors/ovl_En_Ko/z_en_ko.h"
#include "src/overlays/actors/ovl_En_Ma1/z_en_ma1.h" #include "src/overlays/actors/ovl_En_Ma1/z_en_ma1.h"
#include "src/overlays/actors/ovl_En_Ru2/z_en_ru2.h" #include "src/overlays/actors/ovl_En_Ru2/z_en_ru2.h"
@ -519,6 +520,12 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li
} }
break; break;
} }
case VB_PLAY_GORON_FREE_CS: {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), 0)) {
*should = false;
}
break;
}
case VB_PLAY_DOOR_OF_TIME_CS: { case VB_PLAY_DOOR_OF_TIME_CS: {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO)) { if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO)) {
*should = false; *should = false;

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@ -1919,7 +1919,9 @@ void EnGo2_GoronFireGenericAction(EnGo2* this, PlayState* play) {
switch (this->goronState) { switch (this->goronState) {
case 0: // Wake up case 0: // Wake up
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) { if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
EnGo2_GoronFireCamera(this, play); if (GameInteractor_Should(VB_PLAY_GORON_FREE_CS, true)) {
EnGo2_GoronFireCamera(this, play);
}
play->msgCtx.msgMode = MSGMODE_PAUSED; play->msgCtx.msgMode = MSGMODE_PAUSED;
Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_2); Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_2);
this->waypoint = 1; this->waypoint = 1;
@ -1939,7 +1941,9 @@ void EnGo2_GoronFireGenericAction(EnGo2* this, PlayState* play) {
(f32)((Math_SinS(this->actor.world.rot.y) * -30.0f) + this->actor.world.pos.x); (f32)((Math_SinS(this->actor.world.rot.y) * -30.0f) + this->actor.world.pos.x);
player->actor.world.pos.z = player->actor.world.pos.z =
(f32)((Math_CosS(this->actor.world.rot.y) * -30.0f) + this->actor.world.pos.z); (f32)((Math_CosS(this->actor.world.rot.y) * -30.0f) + this->actor.world.pos.z);
Player_SetCsActionWithHaltedActors(play, &this->actor, 8); if (GameInteractor_Should(VB_PLAY_GORON_FREE_CS, true)) {
Player_SetCsActionWithHaltedActors(play, &this->actor, 8);
}
Audio_PlayFanfare(NA_BGM_APPEAR); Audio_PlayFanfare(NA_BGM_APPEAR);
} }
break; break;
@ -1975,8 +1979,10 @@ void EnGo2_GoronFireGenericAction(EnGo2* this, PlayState* play) {
} }
case 4: // Finalize walking away case 4: // Finalize walking away
Message_CloseTextbox(play); Message_CloseTextbox(play);
EnGo2_GoronFireClearCamera(this, play); if (GameInteractor_Should(VB_PLAY_GORON_FREE_CS, true)) {
Player_SetCsActionWithHaltedActors(play, &this->actor, 7); EnGo2_GoronFireClearCamera(this, play);
Player_SetCsActionWithHaltedActors(play, &this->actor, 7);
}
Actor_Kill(&this->actor); Actor_Kill(&this->actor);
break; break;
case 1: case 1: