khan -> dev

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briaguya 2023-04-07 17:06:58 -04:00 committed by GitHub
commit 330da0b5ec
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10 changed files with 135 additions and 84 deletions

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@ -697,12 +697,12 @@ typedef enum {
#define INFTABLE_F4 0xF4
#define INFTABLE_F8 0xF8
#define INFTABLE_FC 0xFC
#define INFTABLE_109 0x109
#define INFTABLE_GORON_CITY_DOORS_UNLOCKED 0x109
#define INFTABLE_10A 0x10A
#define INFTABLE_10B 0x10B
#define INFTABLE_10C 0x10C
#define INFTABLE_STOPPED_GORON_LINKS_ROLLING 0x10C
#define INFTABLE_10D 0x10D
#define INFTABLE_10E 0x10E
#define INFTABLE_SPOKE_TO_GORON_LINK 0x10E
#define INFTABLE_10F 0x10F
#define INFTABLE_113 0x113
#define INFTABLE_11A 0x11A

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@ -215,8 +215,7 @@ void AreaTable_Init_JabuJabusBelly() {
areaTable[JABU_JABUS_BELLY_MQ_BOSS_AREA] = Area("Jabu Jabus Belly MQ Boss Area", "Jabu Jabus Belly", JABU_JABUS_BELLY, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&FairyPot, {[]{return true;}}),
EventAccess(&JabuJabusBellyClear, {[]{return true;}}),
EventAccess(&FairyPot, {[]{return true;}}),
}, {
//Locations
LocationAccess(JABU_JABUS_BELLY_MQ_COW, {[]{return CanPlay(EponasSong);}}),
@ -245,7 +244,8 @@ void AreaTable_Init_JabuJabusBelly() {
Area("Jabu Jabus Belly Boss Room", "Jabu Jabus Belly", NONE, NO_DAY_NIGHT_CYCLE,
{
// Events
EventAccess(&JabuJabusBellyClear, { [] { return JabuJabusBellyClear || CanUse(BOOMERANG); } }),
EventAccess(&JabuJabusBellyClear,
{ [] { return JabuJabusBellyClear || (CanUse(BOOMERANG) && CanJumpslash); } }),
},
{
// Locations

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@ -193,24 +193,25 @@ void AreaTable_Init_ShadowTemple() {
Entrance(SHADOW_TEMPLE_BOSS_ROOM, { [] { return true; } }),
});
areaTable[SHADOW_TEMPLE_BOSS_ROOM] =
Area("Shadow Temple Boss Room", "Shadow Temple", NONE, NO_DAY_NIGHT_CYCLE,
{
// Events
EventAccess(&ShadowTempleClear, { [] {
return ShadowTempleClear ||
((CanUse(LENS_OF_TRUTH) || ((Dungeon::ShadowTemple.IsVanilla() && LogicLensShadowBack) ||
(Dungeon::ShadowTemple.IsMQ() && LogicLensShadowMQBack))) &&
(CanUse(KOKIRI_SWORD) || CanUse(MASTER_SWORD) || CanUse(BIGGORON_SWORD)));
} }),
},
{
// Locations
LocationAccess(SHADOW_TEMPLE_BONGO_BONGO_HEART, { [] { return ShadowTempleClear; } }),
LocationAccess(BONGO_BONGO, { [] { return ShadowTempleClear; } }),
},
{
// Exits
Entrance(SHADOW_TEMPLE_BOSS_ENTRYWAY, { [] { return false; } }),
});
areaTable[SHADOW_TEMPLE_BOSS_ROOM] = Area(
"Shadow Temple Boss Room", "Shadow Temple", NONE, NO_DAY_NIGHT_CYCLE,
{
// Events
EventAccess(&ShadowTempleClear, { [] {
return ShadowTempleClear ||
((CanUse(LENS_OF_TRUTH) || ((Dungeon::ShadowTemple.IsVanilla() && LogicLensShadowBack) ||
(Dungeon::ShadowTemple.IsMQ() && LogicLensShadowMQBack))) &&
(CanUse(KOKIRI_SWORD) || CanUse(MASTER_SWORD) || CanUse(BIGGORON_SWORD) || LogicShadowBongo) &&
(CanUse(HOOKSHOT) || CanUse(BOW) || CanUse(SLINGSHOT)));
} }),
},
{
// Locations
LocationAccess(SHADOW_TEMPLE_BONGO_BONGO_HEART, { [] { return ShadowTempleClear; } }),
LocationAccess(BONGO_BONGO, { [] { return ShadowTempleClear; } }),
},
{
// Exits
Entrance(SHADOW_TEMPLE_BOSS_ENTRYWAY, { [] { return false; } }),
});
}

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@ -1435,6 +1435,12 @@ string_view LogicShadowStatueDesc = "Difficulty: Novice\n"
"By sending a Bombchu around the edge of the gorge,"
"you can knock down the statue without needing a\n"//
"Bow. Applies in both vanilla and MQ Shadow."; //
string_view LogicShadowBongoDesc = "Difficulty Expert\n" //
"Using precise sword slashes, Bongo Bongo can be\n"//
"defeated without using projectiles.\n" //
"This trick is much more difficult when done with\n"
"Kokiri Sword vs Master Sword or Biggorron Sword.\n"
"Useful for Boss Entrance Randomizer."; //
string_view LogicChildDeadhandDesc = "Difficulty: Novice\n" //
"Requires 9 sticks or 5 jump slashes."; //
string_view LogicGtgWithoutHookshotDesc = "Difficulty: Expert\n" //

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@ -431,6 +431,7 @@ extern string_view LogicShadowFireArrowEntryDesc;
extern string_view LogicShadowUmbrellaDesc;
extern string_view LogicShadowFreestandingKeyDesc;
extern string_view LogicShadowStatueDesc;
extern string_view LogicShadowBongoDesc;
extern string_view LogicChildDeadhandDesc;
extern string_view LogicGtgWithoutHookshotDesc;
extern string_view LogicGtgFakeWallDesc;

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@ -726,6 +726,7 @@ namespace Settings {
Option LogicShadowUmbrella = LogicTrick(" ShT Stone Umbrella\n w/ Hover Boots", LogicShadowUmbrellaDesc);
Option LogicShadowFreestandingKey = LogicTrick(" ShT Skull Vase Key\n w/ Bombchu", LogicShadowFreestandingKeyDesc);
Option LogicShadowStatue = LogicTrick(" ShT River Statue\n w/ Bombchu", LogicShadowStatueDesc);
Option LogicShadowBongo = LogicTrick("ShT Bongo\n w/o Projectiles", LogicShadowBongoDesc);
Option LogicChildDeadhand = LogicTrick(" BotW Deadhand\n w/o Sword", LogicChildDeadhandDesc);
Option LogicGtgWithoutHookshot = LogicTrick(" GTG West Silver Rupee\n w/o Hookshot", LogicGtgWithoutHookshotDesc);
Option LogicGtgFakeWall = LogicTrick(" GTG Invisible Wall\n w/ Hover Boots", LogicGtgFakeWallDesc);
@ -816,6 +817,7 @@ namespace Settings {
&LogicShadowUmbrella,
&LogicShadowFreestandingKey,
&LogicShadowStatue,
&LogicShadowBongo,
&LogicChildDeadhand,
&LogicGtgWithoutHookshot,
&LogicGtgFakeWall,
@ -2287,6 +2289,7 @@ namespace Settings {
LogicSpiritSunChest.SetSelectedIndex(1);
//LogicShadowFireArrowEntry.SetSelectedIndex(1);
LogicShadowUmbrella.SetSelectedIndex(1);
LogicShadowBongo.SetSelectedIndex(1);
LogicGtgWithoutHookshot.SetSelectedIndex(1);
}
}

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@ -1186,6 +1186,7 @@ void UpdateSettings(std::unordered_map<RandomizerSettingKey, uint8_t> cvarSettin
extern Option LogicShadowUmbrella;
extern Option LogicShadowFreestandingKey;
extern Option LogicShadowStatue;
extern Option LogicShadowBongo;
extern Option LogicChildDeadhand;
extern Option LogicGtgWithoutHookshot;
extern Option LogicGtgFakeWall;

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@ -268,7 +268,7 @@ void BgJyaCobra_UpdateShadowFromSide(BgJyaCobra* this) {
Vec3f spD4;
Vec3f spC8;
Vec3f spBC;
u8* temp_s2;
u8* shadowTex;
s32 temp_x;
s32 temp_z;
s32 x;
@ -279,8 +279,8 @@ void BgJyaCobra_UpdateShadowFromSide(BgJyaCobra* this) {
s32 l;
s16 rotY;
temp_s2 = ALIGN16((uintptr_t)(&this->shadowTexture));
memset(temp_s2, 0, 0x1000);
shadowTex = COBRA_SHADOW_TEX_PTR(this);
memset(shadowTex, 0, COBRA_SHADOW_TEX_SIZE);
Matrix_RotateX((M_PI / 4), MTXMODE_NEW);
rotY = !(this->dyna.actor.params & 3) ? (this->dyna.actor.shape.rot.y + 0x4000)
@ -307,7 +307,7 @@ void BgJyaCobra_UpdateShadowFromSide(BgJyaCobra* this) {
for (l = 0; l < 11; l++) {
temp_x = x - 5 + l;
if (!(temp_x & ~0x3F)) {
temp_s2[temp_z + temp_x] |= D_8089731C[k][l];
shadowTex[temp_z + temp_x] |= D_8089731C[k][l];
}
}
}
@ -334,7 +334,7 @@ void BgJyaCobra_UpdateShadowFromSide(BgJyaCobra* this) {
for (l = 0; l < 3; l++) {
temp_x = x - 1 + l;
if (!(temp_x & ~0x3F)) {
temp_s2[temp_z + temp_x] |= D_80897398[k][l];
shadowTex[temp_z + temp_x] |= D_80897398[k][l];
}
}
}
@ -343,13 +343,13 @@ void BgJyaCobra_UpdateShadowFromSide(BgJyaCobra* this) {
}
for (i = 0; i < 0x40; i++) {
temp_s2[0 * 0x40 + i] = 0;
temp_s2[0x3F * 0x40 + i] = 0;
shadowTex[0 * 0x40 + i] = 0;
shadowTex[0x3F * 0x40 + i] = 0;
}
for (j = 1; j < 0x3F; j++) {
temp_s2[j * 0x40 + 0] = 0;
temp_s2[j * 0x40 + 0x3F] = 0;
shadowTex[j * 0x40 + 0] = 0;
shadowTex[j * 0x40 + 0x3F] = 0;
}
if (D_80897398[0][0]) {}
}
@ -363,15 +363,15 @@ void BgJyaCobra_UpdateShadowFromTop(BgJyaCobra* this) {
s32 j;
s32 i_copy;
s32 counter;
u8* temp_s0;
u8* shadowTex;
u8* sp40;
for (i = 0; i < 0x40; i++) {
sp58[i] = SQ(i - 31.5f);
}
sp40 = temp_s0 = (u8*)ALIGN16((uintptr_t)(&this->shadowTexture));
memset(temp_s0, 0, 0x1000);
sp40 = shadowTex = COBRA_SHADOW_TEX_PTR(this);
memset(shadowTex, 0, COBRA_SHADOW_TEX_SIZE);
for (i = 0; i != 0x40; i++) {
f32 temp_f12 = sp58[i];
@ -388,12 +388,12 @@ void BgJyaCobra_UpdateShadowFromTop(BgJyaCobra* this) {
for (i_copy = 0x780, counter = 0; counter < 4; counter++, i_copy += 0x40) {
i = i_copy;
for (j = 4; j < 0x3C; j++) {
if (temp_s0[i_copy + j] < D_80897518[counter]) {
temp_s0[i_copy + j] = D_80897518[counter];
if (shadowTex[i_copy + j] < D_80897518[counter]) {
shadowTex[i_copy + j] = D_80897518[counter];
}
}
temp_s0[i + 0x3C] = 0x20;
temp_s0[i + 0x3] = 0x20;
shadowTex[i + 0x3C] = 0x20;
shadowTex[i + 0x3] = 0x20;
}
}
@ -422,7 +422,7 @@ void BgJyaCobra_Init(Actor* thisx, PlayState* play) {
// "(jya cobra)"
osSyncPrintf("(jya コブラ)(arg_data 0x%04x)(act %x)(txt %x)(txt16 %x)\n", this->dyna.actor.params, this,
&this->shadowTexture, ALIGN16((s32)(&this->shadowTexture)));
&this->shadowTextureBuffer, COBRA_SHADOW_TEX_PTR(this));
}
void BgJyaCobra_Destroy(Actor* thisx, PlayState* play) {
@ -452,7 +452,7 @@ void func_80896950(BgJyaCobra* this, PlayState* play) {
if (fabsf(this->dyna.unk_150) > 0.001f) {
this->dyna.unk_150 = 0.0f;
player->stateFlags2 &= ~0x10;
player->stateFlags2 &= ~PLAYER_STATE2_4;
}
}
@ -494,7 +494,7 @@ void func_80896ABC(BgJyaCobra* this, PlayState* play) {
if (Math_ScaledStepToS(&this->unk_170, this->unk_16A * 0x2000, this->unk_16E)) {
this->unk_16C = (this->unk_16C + this->unk_16A) & 7;
player->stateFlags2 &= ~0x10;
player->stateFlags2 &= ~PLAYER_STATE2_4;
this->dyna.unk_150 = 0.0f;
func_80896918(this, play);
} else {
@ -502,7 +502,7 @@ void func_80896ABC(BgJyaCobra* this, PlayState* play) {
(this->unk_16C * 0x2000) + this->dyna.actor.home.rot.y + this->unk_170;
}
if (player->stateFlags2 & 0x10) {
if (player->stateFlags2 & PLAYER_STATE2_4) {
if (this->unk_172) {
func_80895BEC(this, play);
}
@ -585,6 +585,11 @@ void BgJyaCobra_DrawShadow(BgJyaCobra* this, PlayState* play) {
Math_Vec3f_Copy(&sp64, &this->dyna.actor.world.pos);
}
// Fixes cobra statue shadow texture not updating when rotating it
if (this->actionFunc == func_80896ABC) {
gSPInvalidateTexCache(POLY_XLU_DISP++, COBRA_SHADOW_TEX_PTR(this));
}
Matrix_SetTranslateRotateYXZ(sp64.x, sp64.y, sp64.z, phi_a3);
Matrix_Scale(D_80897548[params].x, D_80897548[params].y, D_80897548[params].z, MTXMODE_APPLY);
@ -594,9 +599,9 @@ void BgJyaCobra_DrawShadow(BgJyaCobra* this, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPLoadTextureBlock(POLY_XLU_DISP++, ALIGN16((uintptr_t)(&this->shadowTexture)), G_IM_FMT_I, G_IM_SIZ_8b, 0x40, 0x40, 0,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gDPLoadTextureBlock(POLY_XLU_DISP++, COBRA_SHADOW_TEX_PTR(this), G_IM_FMT_I, G_IM_SIZ_8b, COBRA_SHADOW_TEX_WIDTH,
COBRA_SHADOW_TEX_HEIGHT, 0, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPDisplayList(POLY_XLU_DISP++, sShadowDL);

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@ -8,6 +8,11 @@ struct BgJyaCobra;
typedef void (*BgJyaCobraActionFunc)(struct BgJyaCobra*, PlayState*);
#define COBRA_SHADOW_TEX_WIDTH 64
#define COBRA_SHADOW_TEX_HEIGHT 64
#define COBRA_SHADOW_TEX_SIZE (COBRA_SHADOW_TEX_WIDTH * COBRA_SHADOW_TEX_HEIGHT * G_IM_SIZ_8b_BYTES)
#define COBRA_SHADOW_TEX_PTR(this) (u8*)ALIGN16((uintptr_t)&(this)->shadowTextureBuffer)
typedef struct BgJyaCobra {
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ BgJyaCobraActionFunc actionFunc;
@ -21,7 +26,7 @@ typedef struct BgJyaCobra {
/* 0x0180 */ Vec3f unk_180;
/* 0x018C */ f32 unk_18C;
/* 0x0190 */ f32 unk_190;
/* 0x0194 */ u8 shadowTexture[0x1010];
/* 0x0194 */ u8 shadowTextureBuffer[COBRA_SHADOW_TEX_SIZE / sizeof(u8) + 0xF]; // Extra space to allow aligning actual texture to 0x10
} BgJyaCobra; // size = 0x11A4
#endif

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@ -511,8 +511,18 @@ s16 EnGo2_UpdateTalkStateGoronCityLowestFloor(PlayState* play, EnGo2* this) {
}
u16 EnGo2_GetTextIdGoronCityLink(PlayState* play, EnGo2* this) {
if(gSaveContext.n64ddFlag) {
return 0x3036;
// For rando, prioritize opening the doors in GC when Link the goron has been stopped when
// the doors are not opened, otherwise let him talk about the DMC exit or that gorons are saved
if (gSaveContext.n64ddFlag) {
if (!Flags_GetInfTable(INFTABLE_STOPPED_GORON_LINKS_ROLLING)) {
return 0x3030;
} else if (!Flags_GetInfTable(INFTABLE_GORON_CITY_DOORS_UNLOCKED)) {
return 0x3036;
} else if (Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_FIRE_TEMPLE)) {
return 0x3041;
} else {
return Flags_GetInfTable(INFTABLE_SPOKE_TO_GORON_LINK) ? 0x3038 : 0x3037;
}
}
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) {
@ -531,29 +541,28 @@ u16 EnGo2_GetTextIdGoronCityLink(PlayState* play, EnGo2* this) {
s16 EnGo2_UpdateTalkStateGoronCityLink(PlayState* play, EnGo2* this) {
switch (EnGo2_GetDialogState(this, play)) {
case TEXT_STATE_CLOSING:
if(!gSaveContext.n64ddFlag) {
switch (this->actor.textId) {
case 0x3036:
switch (this->actor.textId) {
case 0x3036:
if (!gSaveContext.n64ddFlag) {
EnGo2_GetItem(this, play, GI_TUNIC_GORON);
this->actionFunc = EnGo2_SetupGetItem;
return NPC_TALK_STATE_ACTION;
case 0x3037:
gSaveContext.infTable[16] |= 0x4000;
default:
return NPC_TALK_STATE_IDLE;
}
} else {
if (Flags_GetTreasure(play, 0x1F)) {
return NPC_TALK_STATE_IDLE;
}
gSaveContext.infTable[16] |= 0x200;
EnGo2_GetItemEntry(this, play, Randomizer_GetItemFromKnownCheck(RC_GC_ROLLING_GORON_AS_ADULT, GI_TUNIC_GORON));
this->actionFunc = EnGo2_SetupGetItem;
Flags_SetTreasure(play, 0x1F);
return NPC_TALK_STATE_ACTION;
}
} else {
if (Flags_GetTreasure(play, 0x1F)) {
return NPC_TALK_STATE_IDLE;
}
Flags_SetInfTable(INFTABLE_GORON_CITY_DOORS_UNLOCKED);
EnGo2_GetItemEntry(this, play, Randomizer_GetItemFromKnownCheck(RC_GC_ROLLING_GORON_AS_ADULT, GI_TUNIC_GORON));
this->actionFunc = EnGo2_SetupGetItem;
Flags_SetTreasure(play, 0x1F);
return NPC_TALK_STATE_ACTION;
}
case 0x3037:
gSaveContext.infTable[16] |= 0x4000;
default:
return NPC_TALK_STATE_IDLE;
}
case TEXT_STATE_CHOICE:
if (Message_ShouldAdvance(play)) {
if (this->actor.textId == 0x3034) {
@ -1210,7 +1219,9 @@ s32 EnGo2_IsCameraModified(EnGo2* this, PlayState* play) {
(this->actor.params & 0x1F) == GORON_CITY_STAIRWELL || (this->actor.params & 0x1F) == GORON_DMT_BIGGORON ||
(this->actor.params & 0x1F) == GORON_MARKET_BAZAAR) {
return true;
} else if (!CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE) && CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
} else if (((!gSaveContext.n64ddFlag && !CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) ||
(gSaveContext.n64ddFlag && !Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_FIRE_TEMPLE))) &&
CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
return true;
} else {
return false;
@ -1267,7 +1278,9 @@ void EnGo2_SelectGoronWakingUp(EnGo2* this) {
EnGo2_BiggoronWakingUp(this);
break;
case GORON_CITY_LINK:
if (!CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE) && CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
if (((!gSaveContext.n64ddFlag && !CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) ||
(gSaveContext.n64ddFlag && !Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_FIRE_TEMPLE))) &&
CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
EnGo2_WakingUp(this);
break;
}
@ -1627,7 +1640,9 @@ void EnGo2_Init(Actor* thisx, PlayState* play) {
if ((gSaveContext.infTable[16] & 0x200)) {
Path_CopyLastPoint(this->path, &this->actor.world.pos);
this->actor.home.pos = this->actor.world.pos;
if (!CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE) && CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
if (((!gSaveContext.n64ddFlag && !CHECK_QUEST_ITEM(QUEST_MEDALLION_FIRE)) ||
(gSaveContext.n64ddFlag && !Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_FIRE_TEMPLE))) &&
CHECK_OWNED_EQUIP(EQUIP_TUNIC, 1)) {
EnGo2_GetItemAnimation(this, play);
} else {
this->actionFunc = EnGo2_CurledUp;
@ -1855,15 +1870,36 @@ void EnGo2_SetupGetItem(EnGo2* this, PlayState* play) {
void EnGo2_SetGetItem(EnGo2* this, PlayState* play) {
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) {
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
// For randomizer, handle updating the states for the gorons after receiving the item based on
// the goron type rather then the item being received
if (gSaveContext.n64ddFlag) {
switch (this->actor.params & 0x1F) {
case GORON_DMT_BIGGORON:
// Resolves #1301. unk_13EE is used to set the opacity of the HUD. The trade sequence discussion with Biggoron
// sets the HUD to transparent, and it is restored at z_message_PAL:3549, but by specifically watching for
// trade sequence items, this leaves it transparent for non-trade sequence items (in rando) so we fix that here
gSaveContext.unk_13EE = 0x32;
return;
case GORON_CITY_LINK:
EnGo2_GetItemAnimation(this, play);
return;
case GORON_CITY_ROLLING_BIG:
EnGo2_RollingAnimation(this, play);
this->actionFunc = EnGo2_GoronRollingBigContinueRolling;
return;
}
this->actionFunc = func_80A46B40;
return;
}
switch (this->getItemId) {
case GI_CLAIM_CHECK:
Environment_ClearBgsDayCount();
EnGo2_GetItemAnimation(this, play);
return;
case GI_TUNIC_GORON:
if (!gSaveContext.n64ddFlag) {
gSaveContext.infTable[16] |= 0x200;
}
gSaveContext.infTable[16] |= 0x200;
EnGo2_GetItemAnimation(this, play);
return;
case GI_SWORD_BGS:
@ -1875,13 +1911,6 @@ void EnGo2_SetGetItem(EnGo2* this, PlayState* play) {
this->actionFunc = EnGo2_GoronRollingBigContinueRolling;
return;
}
if (gSaveContext.n64ddFlag) {
// Resolves #1301. unk_13EE is used to set the opacity of the HUD. The trade sequence discussion with Biggoron
// sets the HUD to transparent, and it is restored at z_message_PAL:3549, but by specifically watching for
// trade sequence items, this leaves it transparent for non-trade sequence items (in rando) so we fix that here
gSaveContext.unk_13EE = 0x32;
}
this->actionFunc = func_80A46B40;
}
}