diff --git a/soh/soh/Enhancements/presets.h b/soh/soh/Enhancements/presets.h index f0f586e00..5e1c15681 100644 --- a/soh/soh/Enhancements/presets.h +++ b/soh/soh/Enhancements/presets.h @@ -136,6 +136,7 @@ const std::vector enhancementsCvars = { "gInjectItemCounts", "gDayGravePull", "gDampeAllNight", + "gSkipSwimDeepEndAnim", "gSkipScarecrow", "gBlueFireArrows", "gSunlightArrows", diff --git a/soh/soh/SohMenuBar.cpp b/soh/soh/SohMenuBar.cpp index 2035ba299..23c94ce3a 100644 --- a/soh/soh/SohMenuBar.cpp +++ b/soh/soh/SohMenuBar.cpp @@ -580,6 +580,8 @@ void DrawEnhancementsMenu() { "- Obtained the Master Sword\n" "- Not within range of Time Block\n" "- Not within range of Ocarina playing spots"); + UIWidgets::PaddedEnhancementCheckbox("Skip water take breath animation", "gSkipSwimDeepEndAnim", true, false); + UIWidgets::Tooltip("Skips Link's taking breath animation after coming up from water. This setting does not interfere with getting items from underwater."); ImGui::EndMenu(); } diff --git a/soh/src/overlays/actors/ovl_player_actor/z_player.c b/soh/src/overlays/actors/ovl_player_actor/z_player.c index d297eb024..4b1bbdcfe 100644 --- a/soh/src/overlays/actors/ovl_player_actor/z_player.c +++ b/soh/src/overlays/actors/ovl_player_actor/z_player.c @@ -5862,9 +5862,19 @@ s32 func_8083D12C(PlayState* play, Player* this, Input* arg2) { } func_80832340(play, this); - func_80832B0C(play, this, - (this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD) ? &gPlayerAnim_link_swimer_swim_get - : &gPlayerAnim_link_swimer_swim_deep_end); + // Skip take breath animation on surface if Link didn't grab an item while underwater and the setting is enabled + if (CVarGetInteger("gSkipSwimDeepEndAnim", 0) && !(this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD)) + { + auto lastAnimFrame = Animation_GetLastFrame(&gPlayerAnim_link_swimer_swim_deep_end); + LinkAnimation_Change(play, &this->skelAnime, &gPlayerAnim_link_swimer_swim_deep_end, 1.0f, + lastAnimFrame, lastAnimFrame, ANIMMODE_ONCE, -6.0f); + } + else + { + func_80832B0C(play, this, + (this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD) ? &gPlayerAnim_link_swimer_swim_get + : &gPlayerAnim_link_swimer_swim_deep_end); + } if (func_8083CFA8(play, this, this->actor.velocity.y, 500)) { Player_PlaySfx(&this->actor, NA_SE_PL_FACE_UP);