diff --git a/libultraship/libultraship/ImGuiImpl.cpp b/libultraship/libultraship/ImGuiImpl.cpp index a59441c88..438c55486 100644 --- a/libultraship/libultraship/ImGuiImpl.cpp +++ b/libultraship/libultraship/ImGuiImpl.cpp @@ -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); diff --git a/soh/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c b/soh/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c index c7db6751e..32a0fdee6 100644 --- a/soh/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c +++ b/soh/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c @@ -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); diff --git a/soh/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c b/soh/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c index 56da32b83..67c338483 100644 --- a/soh/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c +++ b/soh/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c @@ -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