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Add freeze timer hook for Gold Skulltula collection (#4445)
* Add freeze timer hook for Gold Skulltula collection * Remove unused player references * Replace magic number text IDs * Separate hook for freezing player on token collection * Revert one unintended change
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@ -348,6 +348,7 @@ typedef enum {
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VB_GIVE_ITEM_FROM_ITEM_00,
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VB_GIVE_ITEM_FROM_ITEM_00,
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// Opt: *EnSi
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// Opt: *EnSi
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VB_GIVE_ITEM_SKULL_TOKEN,
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VB_GIVE_ITEM_SKULL_TOKEN,
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VB_FREEZE_ON_SKULL_TOKEN,
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// Opt: *EnCow
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// Opt: *EnCow
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VB_GIVE_ITEM_FROM_COW,
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VB_GIVE_ITEM_FROM_COW,
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// Opt: *EnDns
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// Opt: *EnDns
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@ -529,6 +529,11 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li
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*should = false;
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*should = false;
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}
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}
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break;
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break;
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case VB_FREEZE_ON_SKULL_TOKEN:
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if (CVarGetInteger(CVAR_ENHANCEMENT("SkulltulaFreeze"), 0)) {
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*should = false;
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}
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break;
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case VB_DAMPE_IN_GRAVEYARD_DESPAWN:
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case VB_DAMPE_IN_GRAVEYARD_DESPAWN:
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if (CVarGetInteger(CVAR_ENHANCEMENT("DampeAllNight"), 0)) {
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if (CVarGetInteger(CVAR_ENHANCEMENT("DampeAllNight"), 0)) {
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*should = LINK_IS_ADULT || gPlayState->sceneNum != SCENE_GRAVEYARD;
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*should = LINK_IS_ADULT || gPlayState->sceneNum != SCENE_GRAVEYARD;
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@ -5,6 +5,7 @@
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*/
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*/
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#include "z_en_si.h"
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#include "z_en_si.h"
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#include "soh/Enhancements/custom-message/CustomMessageTypes.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOOKSHOT_DRAGS)
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#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOOKSHOT_DRAGS)
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@ -96,8 +97,10 @@ void func_80AFB768(EnSi* this, PlayState* play) {
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this->collider.base.ocFlags2 &= ~OC2_HIT_PLAYER;
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this->collider.base.ocFlags2 &= ~OC2_HIT_PLAYER;
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if (GameInteractor_Should(VB_GIVE_ITEM_SKULL_TOKEN, true, this)) {
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if (GameInteractor_Should(VB_GIVE_ITEM_SKULL_TOKEN, true, this)) {
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Item_Give(play, ITEM_SKULL_TOKEN);
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Item_Give(play, ITEM_SKULL_TOKEN);
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player->actor.freezeTimer = 10;
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if (GameInteractor_Should(VB_FREEZE_ON_SKULL_TOKEN, true, this)) {
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Message_StartTextbox(play, 0xB4, NULL);
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player->actor.freezeTimer = 10;
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}
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Message_StartTextbox(play, TEXT_GS_NO_FREEZE, NULL);
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Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
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Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
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}
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}
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this->actionFunc = func_80AFB950;
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this->actionFunc = func_80AFB950;
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@ -120,8 +123,10 @@ void func_80AFB89C(EnSi* this, PlayState* play) {
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if (!CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_HOOKSHOT_ATTACHED)) {
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if (!CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_HOOKSHOT_ATTACHED)) {
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if (GameInteractor_Should(VB_GIVE_ITEM_SKULL_TOKEN, true, this)) {
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if (GameInteractor_Should(VB_GIVE_ITEM_SKULL_TOKEN, true, this)) {
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Item_Give(play, ITEM_SKULL_TOKEN);
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Item_Give(play, ITEM_SKULL_TOKEN);
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player->actor.freezeTimer = 10;
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if (GameInteractor_Should(VB_FREEZE_ON_SKULL_TOKEN, true, this)) {
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Message_StartTextbox(play, 0xB4, NULL);
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player->actor.freezeTimer = 10;
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}
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Message_StartTextbox(play, TEXT_GS_NO_FREEZE, NULL);
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Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
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Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
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}
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}
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this->actionFunc = func_80AFB950;
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this->actionFunc = func_80AFB950;
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@ -131,7 +136,7 @@ void func_80AFB89C(EnSi* this, PlayState* play) {
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void func_80AFB950(EnSi* this, PlayState* play) {
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void func_80AFB950(EnSi* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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Player* player = GET_PLAYER(play);
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if (Message_GetState(&play->msgCtx) != TEXT_STATE_CLOSING && GameInteractor_Should(VB_GIVE_ITEM_SKULL_TOKEN, true, this)) {
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if (Message_GetState(&play->msgCtx) != TEXT_STATE_CLOSING && GameInteractor_Should(VB_FREEZE_ON_SKULL_TOKEN, true, this)) {
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player->actor.freezeTimer = 10;
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player->actor.freezeTimer = 10;
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} else {
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} else {
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SET_GS_FLAGS((this->actor.params & 0x1F00) >> 8, this->actor.params & 0xFF);
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SET_GS_FLAGS((this->actor.params & 0x1F00) >> 8, this->actor.params & 0xFF);
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