Disable Fix Vine Fall when Climb Everything is enabled (#3439)

* Disable Fix Vine Fall when Climb Everything is enabled.

* Remove option disabling.
This commit is contained in:
Malkierian 2023-11-26 09:34:54 -07:00 committed by GitHub
parent 95f27ace2e
commit 3cf9d655a7
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -10101,7 +10101,8 @@ void func_80847BA0(PlayState* play, Player* this) {
D_808535F0 = func_80041DB8(&play->colCtx, this->actor.wallPoly, this->actor.wallBgId); D_808535F0 = func_80041DB8(&play->colCtx, this->actor.wallPoly, this->actor.wallBgId);
if (CVarGetInteger("gFixVineFall", 0)) { // conflicts arise from these two being enabled at once, and with ClimbEverything on, FixVineFall is redundant anyway
if (CVarGetInteger("gFixVineFall", 0) && !CVarGetInteger("gClimbEverything", 0)) {
/* This fixes the "started climbing a wall and then immediately fell off" bug. /* This fixes the "started climbing a wall and then immediately fell off" bug.
* The main idea is if a climbing wall is detected, double-check that it will * The main idea is if a climbing wall is detected, double-check that it will
* still be valid once climbing begins by doing a second raycast with a small * still be valid once climbing begins by doing a second raycast with a small