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https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-15 14:05:06 -05:00
Move checkboxes to normal enhancement menu
Also comment clarity + capitalization
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@ -1497,6 +1497,10 @@ namespace SohImGui {
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Tooltip("Injects Golden Skulltula total count in pickup messages");
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PaddedEnhancementCheckbox("Pull grave during the day", "gDayGravePull", true, false);
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Tooltip("Allows graves to be pulled when child during the day");
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PaddedEnhancementCheckbox("Blue Fire Arrows", "gBlueFireArrows", true, false);
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Tooltip("Allows Ice Arrows to melt red ice");
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PaddedEnhancementCheckbox("Sunlight Arrows", "gSunlightArrows", true, false);
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Tooltip("Allows Light Arrows to activate sun switches");
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ImGui::EndMenu();
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}
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@ -2019,14 +2023,6 @@ namespace SohImGui {
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"Play unique fanfares when obtaining quest items "
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"(medallions/stones/songs). Note that these fanfares are longer than usual."
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);
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PaddedEnhancementCheckbox("Blue Fire Arrows", "gBlueFireArrows", true, false);
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Tooltip(
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"Allows Ice Arrows to melt red ice and break mud walls"
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);
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PaddedEnhancementCheckbox("Sunlight Arrows", "gSunLightArrows", true, false);
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Tooltip(
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"Allows Light Arrows to activate Sun Switches"
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);
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ImGui::EndMenu();
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}
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@ -2365,6 +2361,10 @@ namespace SohImGui {
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CVar_SetS32("gInjectSkulltulaCount", 0);
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// Pull grave during the day
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CVar_SetS32("gDayGravePull", 0);
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// Blue Fire Arrows
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CVar_SetS32("gBlueFireArrows", 0);
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// Sunlight Arrows
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CVar_SetS32("gSunlightArrows", 0);
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// Rotate link (0 to 2)
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CVar_SetS32("gPauseLiveLinkRotation", 0);
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@ -96,9 +96,9 @@ void BgJyaLift_DelayMove(BgJyaLift* this, GlobalContext* globalCtx) {
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if (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F) || (this->moveDelay > 0)) {
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this->moveDelay++;
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if (this->moveDelay >= 20) {
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// Skip this cutscene if using Enhanced Arrows, since activating the switch while
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// not standing on the platform will cause the cutscene to show the unloaded room
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if (!(gSaveContext.n64ddFlag && CVar_GetS32("gSunLightArrows", 0) != 0)) {
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// Skip this cutscene if using Sunlight Arrows in rando, since activating the switch while
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// not standing on the platform will cause the cutscene to show the unloaded central room
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if (!(gSaveContext.n64ddFlag && CVar_GetS32("gSunlightArrows", 0) != 0)) {
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OnePointCutscene_Init(globalCtx, 3430, -99, &this->dyna.actor, MAIN_CAM);
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}
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BgJyaLift_SetupMove(this);
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@ -121,7 +121,7 @@ static InitChainEntry sInitChain[] = {
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void ObjLightswitch_InitCollider(ObjLightswitch* this, GlobalContext* globalCtx) {
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s32 pad;
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sunLightArrows = (CVar_GetS32("gSunLightArrows", 0) != 0);
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sunLightArrows = (CVar_GetS32("gSunlightArrows", 0) != 0);
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Collider_InitJntSph(globalCtx, &this->collider);
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// If "Sunlight Arrows" is enabled, set up the collider to allow Light Arrow hits
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