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Add a toggle for muting the low HP alarm (#310)
* Removes the code that plays the low health alarm sound effect, by removing that instead of making HealthMeter_IsCritical always return false, Link will still play the tired animation when low on health. * Made the low health alarm an enhancement toggle
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@ -667,6 +667,7 @@ namespace SohImGui {
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EnhancementSliderInt("Text Speed: %dx", "##TEXTSPEED", "gTextSpeed", 1, 5, "");
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EnhancementSliderInt("Text Speed: %dx", "##TEXTSPEED", "gTextSpeed", 1, 5, "");
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EnhancementSliderInt("King Zora Speed: %dx", "##WEEPSPEED", "gMweepSpeed", 1, 5, "");
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EnhancementSliderInt("King Zora Speed: %dx", "##WEEPSPEED", "gMweepSpeed", 1, 5, "");
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EnhancementCheckbox("Mute Low HP Alarm", "gLowHpAlarm");
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EnhancementCheckbox("Skip Text", "gSkipText");
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EnhancementCheckbox("Skip Text", "gSkipText");
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Tooltip("Holding down B skips text");
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Tooltip("Holding down B skips text");
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EnhancementCheckbox("Minimal UI", "gMinimalUI");
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EnhancementCheckbox("Minimal UI", "gMinimalUI");
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@ -498,8 +498,8 @@ void HealthMeter_HandleCriticalAlarm(GlobalContext* globalCtx) {
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if (interfaceCtx->unk_22A <= 0) {
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if (interfaceCtx->unk_22A <= 0) {
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interfaceCtx->unk_22A = 0;
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interfaceCtx->unk_22A = 0;
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interfaceCtx->unk_22C = 0;
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interfaceCtx->unk_22C = 0;
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if (!Player_InCsMode(globalCtx) && (globalCtx->pauseCtx.state == 0) &&
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if (CVar_GetS32("gLowHpAlarm", 0) == 0 && !Player_InCsMode(globalCtx) && (globalCtx->pauseCtx.state == 0) &&
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(globalCtx->pauseCtx.debugState == 0) && HealthMeter_IsCritical() && !Gameplay_InCsMode(globalCtx)) {
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(globalCtx->pauseCtx.debugState == 0) && HealthMeter_IsCritical() && !Gameplay_InCsMode(globalCtx)) {
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func_80078884(NA_SE_SY_HITPOINT_ALARM);
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func_80078884(NA_SE_SY_HITPOINT_ALARM);
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}
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}
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}
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}
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