Move checkboxes to normal enhancement menu

Also comment clarity + capitalization
This commit is contained in:
Sarge-117 2022-09-01 17:47:25 -07:00
parent 0626d80651
commit 83469f85e7
3 changed files with 12 additions and 12 deletions

View File

@ -1497,6 +1497,10 @@ namespace SohImGui {
Tooltip("Injects Golden Skulltula total count in pickup messages");
PaddedEnhancementCheckbox("Pull grave during the day", "gDayGravePull", true, false);
Tooltip("Allows graves to be pulled when child during the day");
PaddedEnhancementCheckbox("Blue Fire Arrows", "gBlueFireArrows", true, false);
Tooltip("Allows Ice Arrows to melt red ice");
PaddedEnhancementCheckbox("Sunlight Arrows", "gSunlightArrows", true, false);
Tooltip("Allows Light Arrows to activate sun switches");
ImGui::EndMenu();
}
@ -2019,14 +2023,6 @@ namespace SohImGui {
"Play unique fanfares when obtaining quest items "
"(medallions/stones/songs). Note that these fanfares are longer than usual."
);
PaddedEnhancementCheckbox("Blue Fire Arrows", "gBlueFireArrows", true, false);
Tooltip(
"Allows Ice Arrows to melt red ice and break mud walls"
);
PaddedEnhancementCheckbox("Sunlight Arrows", "gSunLightArrows", true, false);
Tooltip(
"Allows Light Arrows to activate Sun Switches"
);
ImGui::EndMenu();
}
@ -2365,6 +2361,10 @@ namespace SohImGui {
CVar_SetS32("gInjectSkulltulaCount", 0);
// Pull grave during the day
CVar_SetS32("gDayGravePull", 0);
// Blue Fire Arrows
CVar_SetS32("gBlueFireArrows", 0);
// Sunlight Arrows
CVar_SetS32("gSunlightArrows", 0);
// Rotate link (0 to 2)
CVar_SetS32("gPauseLiveLinkRotation", 0);

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@ -96,9 +96,9 @@ void BgJyaLift_DelayMove(BgJyaLift* this, GlobalContext* globalCtx) {
if (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F) || (this->moveDelay > 0)) {
this->moveDelay++;
if (this->moveDelay >= 20) {
// Skip this cutscene if using Enhanced Arrows, since activating the switch while
// not standing on the platform will cause the cutscene to show the unloaded room
if (!(gSaveContext.n64ddFlag && CVar_GetS32("gSunLightArrows", 0) != 0)) {
// Skip this cutscene if using Sunlight Arrows in rando, since activating the switch while
// not standing on the platform will cause the cutscene to show the unloaded central room
if (!(gSaveContext.n64ddFlag && CVar_GetS32("gSunlightArrows", 0) != 0)) {
OnePointCutscene_Init(globalCtx, 3430, -99, &this->dyna.actor, MAIN_CAM);
}
BgJyaLift_SetupMove(this);

View File

@ -121,7 +121,7 @@ static InitChainEntry sInitChain[] = {
void ObjLightswitch_InitCollider(ObjLightswitch* this, GlobalContext* globalCtx) {
s32 pad;
sunLightArrows = (CVar_GetS32("gSunLightArrows", 0) != 0);
sunLightArrows = (CVar_GetS32("gSunlightArrows", 0) != 0);
Collider_InitJntSph(globalCtx, &this->collider);
// If "Sunlight Arrows" is enabled, set up the collider to allow Light Arrow hits