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https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-28 20:32:18 -05:00
tweak: easy pause buffer to track inputs better (#3054)
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@ -26,6 +26,8 @@ void BootCommands_Init()
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CVarClear("gOnFileSelectNameEntry"); // Clear when soh is killed on the file name entry page
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CVarClear("gBetterDebugWarpScreenMQMode");
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CVarClear("gBetterDebugWarpScreenMQModeScene");
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CVarClear("gCheatEasyPauseBufferLastInputs");
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CVarClear("gCheatEasyPauseBufferTimer");
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#if defined(__SWITCH__) || defined(__WIIU__)
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CVarRegisterInteger("gControlNav", 1); // always enable controller nav on switch/wii u
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#endif
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@ -287,6 +287,13 @@ void PadMgr_ProcessInputs(PadMgr* padMgr) {
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Fault_AddHungupAndCrash(__FILE__, __LINE__);
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}
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// When 3 frames are left on easy pause buffer, re-apply the last held inputs to the prev inputs
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// to compute the pressed difference. This makes it so previously held inputs are continued as "held",
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// but new inputs when unpausing are "pressed" out of the pause menu.
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if (CVarGetInteger("gCheatEasyPauseBufferTimer", 0) == 3) {
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input->prev.button = CVarGetInteger("gCheatEasyPauseBufferLastInputs", 0);
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}
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buttonDiff = input->prev.button ^ input->cur.button;
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input->press.button |= (u16)(buttonDiff & input->cur.button);
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input->rel.button |= (u16)(buttonDiff & input->prev.button);
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@ -298,12 +305,6 @@ void PadMgr_ProcessInputs(PadMgr* padMgr) {
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uint8_t rumble = (padMgr->rumbleEnable[0] > 0);
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OTRControllerCallback(rumble);
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if (CVarGetInteger("gPauseBufferBlockInputFrame", 0)) {
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ControllerBlockGameInput(PAUSE_BUFFER_INPUT_BLOCK_ID);
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} else {
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ControllerUnblockGameInput(PAUSE_BUFFER_INPUT_BLOCK_ID);
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}
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PadMgr_UnlockPadData(padMgr);
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}
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@ -18,15 +18,24 @@ void KaleidoSetup_Update(PlayState* play) {
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play->shootingGalleryStatus <= 1 && gSaveContext.magicState != 8 && gSaveContext.magicState != 9 &&
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(play->sceneNum != SCENE_BOWLING || !Flags_GetSwitch(play, 0x38))) {
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if (CVarGetInteger("gCheatEasyPauseBufferFrameAdvance", 0) == 2 && !CHECK_BTN_ALL(input->press.button, BTN_START)) {
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CVarSetInteger("gCheatEasyPauseBufferFrameAdvance", 0);
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u8 easyPauseBufferEnabled = CVarGetInteger("gCheatEasyPauseBufferEnabled", 0);
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u8 easyPauseBufferTimer = CVarGetInteger("gCheatEasyPauseBufferTimer", 0);
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// If start is not seen as pressed on the 2nd to last frame then we should end the easy frame advance flow
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if (easyPauseBufferEnabled && easyPauseBufferTimer == 2 &&
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!CHECK_BTN_ALL(input->press.button, BTN_START)) {
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CVarSetInteger("gCheatEasyPauseBufferTimer", 0);
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}
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if (CHECK_BTN_ALL(input->cur.button, BTN_L) && CHECK_BTN_ALL(input->press.button, BTN_CUP)) {
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if (BREG(0)) {
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pauseCtx->debugState = 3;
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}
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} else if ((CHECK_BTN_ALL(input->press.button, BTN_START) && !CVarGetInteger("gCheatEasyPauseBufferFrameAdvance", 0)) || CVarGetInteger("gCheatEasyPauseBufferFrameAdvance", 0) == 1) {
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} else if ((CHECK_BTN_ALL(input->press.button, BTN_START) && (!easyPauseBufferEnabled || !easyPauseBufferTimer)) ||
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(easyPauseBufferEnabled && easyPauseBufferTimer == 1)) { // Force Kaleido open when easy pause buffer reaches 0
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// Remember last held buttons for pause buffer cheat (minus start so easy frame advance works)
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CVarSetInteger("gCheatEasyPauseBufferLastInputs", input->cur.button & ~(BTN_START));
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gSaveContext.unk_13EE = gSaveContext.unk_13EA;
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if (CHECK_BTN_ALL(input->cur.button, BTN_L))
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@ -1754,12 +1754,11 @@ time_t Play_GetRealTime() {
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void Play_Main(GameState* thisx) {
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PlayState* play = (PlayState*)thisx;
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if (CVarGetInteger("gCheatEasyPauseBufferFrameAdvance", 0)) {
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CVarSetInteger("gCheatEasyPauseBufferFrameAdvance", CVarGetInteger("gCheatEasyPauseBufferFrameAdvance", 0) - 1);
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}
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if (CVarGetInteger("gPauseBufferBlockInputFrame", 0)) {
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CVarSetInteger("gPauseBufferBlockInputFrame", CVarGetInteger("gPauseBufferBlockInputFrame", 0) - 1);
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// Decrease the easy pause buffer timer every frame
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if (CVarGetInteger("gCheatEasyPauseBufferTimer", 0) > 0) {
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CVarSetInteger("gCheatEasyPauseBufferTimer", CVarGetInteger("gCheatEasyPauseBufferTimer", 0) - 1);
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}
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if (play->envCtx.unk_EE[2] == 0 && CVarGetInteger("gLetItSnow", 0)) {
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play->envCtx.unk_EE[3] = 64;
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Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_OBJECT_KANKYO, 0, 0, 0, 0, 0, 0, 3, 0);
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@ -3649,10 +3649,8 @@ void KaleidoScope_Update(PlayState* play)
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if (CHECK_BTN_ALL(input->press.button, BTN_START) ||
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(CHECK_BTN_ALL(input->press.button, BTN_B) && gSaveContext.isBossRush)) {
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if (CVarGetInteger("gCheatEasyPauseBufferEnabled", 0) || CVarGetInteger("gCheatEasyInputBufferingEnabled", 0)) {
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CVarSetInteger("gPauseBufferBlockInputFrame", 9);
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}
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if (CVarGetInteger("gCheatEasyPauseBufferEnabled", 0)) {
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CVarSetInteger("gCheatEasyPauseBufferFrameAdvance", 13);
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// Easy pause buffer is 13 frames, 12 for kaledio to end, and one more to advance a single frame
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CVarSetInteger("gCheatEasyPauseBufferTimer", 13);
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}
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Interface_SetDoAction(play, DO_ACTION_NONE);
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pauseCtx->state = 0x12;
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