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fix a few default cutscene settings ()

This commit is contained in:
Pepper0ni 2025-01-11 06:13:04 +00:00 committed by GitHub
parent 4e8ccce002
commit 8dc2b0cec2
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@ -550,7 +550,7 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li
break;
}
case VB_PLAY_GORON_FREE_CS: {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), 0)) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
*should = false;
}
break;
@ -565,7 +565,7 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li
break;
}
case VB_PLAY_FIRE_ARROW_CS: {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), 0)) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO)) {
*should = false;
}
break;
@ -903,7 +903,7 @@ void TimeSaverOnActorInitHandler(void* actorRef) {
// or poes from which the cutscene is triggered until we can have a "BeforeActorInit" hook.
// So for now we're just going to set the flag before they get to the room the cutscene is in
if (gPlayState->sceneNum == SCENE_FOREST_TEMPLE && actor->id == ACTOR_EN_ST && !Flags_GetSwitch(gPlayState, 0x1B) && !Flags_GetSwitch(gPlayState, 0x1C)) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), 0) && !CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO) && !CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)) {
Flags_SetSwitch(gPlayState, 0x1B);
}
}
@ -929,7 +929,7 @@ void TimeSaverOnActorInitHandler(void* actorRef) {
// Fire Temple Darunia cutscene
if (actor->id == ACTOR_EN_DU && gPlayState->sceneNum == SCENE_FIRE_TEMPLE) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), 0) && !CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO) && !CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)) {
Flags_SetInfTable(INFTABLE_SPOKE_TO_DARUNIA_IN_FIRE_TEMPLE);
Actor_Kill(actor);
}