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fix a few default cutscene settings (#4834)
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4e8ccce002
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@ -550,7 +550,7 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li
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break;
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break;
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}
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}
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case VB_PLAY_GORON_FREE_CS: {
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case VB_PLAY_GORON_FREE_CS: {
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), 0)) {
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
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*should = false;
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*should = false;
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}
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}
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break;
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break;
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@ -565,7 +565,7 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li
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break;
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break;
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}
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}
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case VB_PLAY_FIRE_ARROW_CS: {
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case VB_PLAY_FIRE_ARROW_CS: {
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), 0)) {
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO)) {
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*should = false;
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*should = false;
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}
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}
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break;
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break;
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@ -903,7 +903,7 @@ void TimeSaverOnActorInitHandler(void* actorRef) {
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// or poes from which the cutscene is triggered until we can have a "BeforeActorInit" hook.
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// or poes from which the cutscene is triggered until we can have a "BeforeActorInit" hook.
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// So for now we're just going to set the flag before they get to the room the cutscene is in
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// So for now we're just going to set the flag before they get to the room the cutscene is in
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if (gPlayState->sceneNum == SCENE_FOREST_TEMPLE && actor->id == ACTOR_EN_ST && !Flags_GetSwitch(gPlayState, 0x1B) && !Flags_GetSwitch(gPlayState, 0x1C)) {
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if (gPlayState->sceneNum == SCENE_FOREST_TEMPLE && actor->id == ACTOR_EN_ST && !Flags_GetSwitch(gPlayState, 0x1B) && !Flags_GetSwitch(gPlayState, 0x1C)) {
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), 0) && !CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)) {
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO) && !CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)) {
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Flags_SetSwitch(gPlayState, 0x1B);
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Flags_SetSwitch(gPlayState, 0x1B);
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}
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}
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}
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}
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@ -929,7 +929,7 @@ void TimeSaverOnActorInitHandler(void* actorRef) {
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// Fire Temple Darunia cutscene
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// Fire Temple Darunia cutscene
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if (actor->id == ACTOR_EN_DU && gPlayState->sceneNum == SCENE_FIRE_TEMPLE) {
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if (actor->id == ACTOR_EN_DU && gPlayState->sceneNum == SCENE_FIRE_TEMPLE) {
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), 0) && !CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)) {
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO) && !CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"), 0)) {
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Flags_SetInfTable(INFTABLE_SPOKE_TO_DARUNIA_IN_FIRE_TEMPLE);
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Flags_SetInfTable(INFTABLE_SPOKE_TO_DARUNIA_IN_FIRE_TEMPLE);
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Actor_Kill(actor);
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Actor_Kill(actor);
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}
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}
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