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https://github.com/HarbourMasters/Shipwright.git
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Merge pull request #1710 from HarbourMasters/develop-zhora
zhora -> dev
This commit is contained in:
commit
7e841d6156
@ -7,8 +7,8 @@ set(CMAKE_CXX_STANDARD 20 CACHE STRING "The C++ standard to use")
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set(CMAKE_OSX_DEPLOYMENT_TARGET "10.15" CACHE STRING "Minimum OS X deployment version" FORCE)
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project(Ship LANGUAGES C CXX
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VERSION 4.0.1)
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set(PROJECT_BUILD_NAME "ZHORA BRAVO" CACHE STRING "")
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VERSION 4.0.2)
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set(PROJECT_BUILD_NAME "ZHORA CHARLIE" CACHE STRING "")
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set(PROJECT_TEAM "github.com/harbourmasters" CACHE STRING "")
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set_property(DIRECTORY ${CMAKE_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT soh)
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@ -1953,7 +1953,7 @@ if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
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TARGET ${PROJECT_NAME}
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PRE_BUILD
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COMMANDS
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COMMAND $<CONFIG:Debug> copy /b $<SHELL_PATH:${CMAKE_CURRENT_SOURCE_DIR}/>src\\boot\\build.c +,,
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COMMAND $<CONFIG:Debug> copy /b $<SHELL_PATH:${CMAKE_BINARY_DIR}/>build.c +,,
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)
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endif()
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################################################################################
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@ -6248,23 +6248,21 @@ s32 func_8083E5A8(Player* this, GlobalContext* globalCtx) {
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}
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}
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s32 drop = giEntry.objectId;
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// Skip cutscenes from picking up items when they come from bushes/rocks/etc, but nowhere else.
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uint8_t skipItemCutscene = CVar_GetS32("gFastDrops", 0) && interactedActor->id == ACTOR_EN_ITEM00 &&
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interactedActor->params != 6 && interactedActor->params != 17;
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if (gSaveContext.n64ddFlag || (globalCtx->sceneNum == SCENE_BOWLING) ||
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!(CVar_GetS32("gFastDrops", 0) &&
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((drop == OBJECT_GI_BOMB_1) || (drop == OBJECT_GI_NUTS) || (drop == OBJECT_GI_STICK) ||
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(drop == OBJECT_GI_SEED) || (drop == OBJECT_GI_MAGICPOT) || (drop == OBJECT_GI_ARROW))) &&
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(Item_CheckObtainability(giEntry.itemId) == ITEM_NONE)) {
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// Same as above but for rando. We need this specifically for rando because we need to be enable the cutscenes everywhere else in the game
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// because the items are randomized and thus it's important to show the get item animation.
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uint8_t skipItemCutsceneRando = gSaveContext.n64ddFlag &&
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Item_CheckObtainability(giEntry.itemId) != ITEM_NONE &&
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interactedActor->id == ACTOR_EN_ITEM00 &&
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interactedActor->params != 6 && interactedActor->params != 17;
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if (gSaveContext.n64ddFlag &&
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((interactedActor->id == ACTOR_EN_ITEM00 &&
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(interactedActor->params != 6 && interactedActor->params != 17)) ||
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(interactedActor->id == ACTOR_EN_KAREBABA || interactedActor->id == ACTOR_EN_DEKUBABA))) {
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func_8083E4C4(globalCtx, this, &giEntry);
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this->getItemId = GI_NONE;
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this->getItemEntry = (GetItemEntry)GET_ITEM_NONE;
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return 0;
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}
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// Show cutscene when picking up a item that the player doesn't own yet.
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// We want to ALWAYS show "get item animations" for items when they're randomized to account for
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// randomized freestanding items etc, but we still don't want to show it every time you pick up a consumable from a pot/bush etc.
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if ((globalCtx->sceneNum == SCENE_BOWLING || Item_CheckObtainability(giEntry.itemId) == ITEM_NONE || gSaveContext.n64ddFlag) && !skipItemCutscene && !skipItemCutsceneRando) {
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func_808323B4(globalCtx, this);
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func_8083AE40(this, giEntry.objectId);
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@ -6280,6 +6278,7 @@ s32 func_8083E5A8(Player* this, GlobalContext* globalCtx) {
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return 1;
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}
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// Don't show cutscene when picking up an item
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func_8083E4C4(globalCtx, this, &giEntry);
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this->getItemId = GI_NONE;
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this->getItemEntry = (GetItemEntry)GET_ITEM_NONE;
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