mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2025-02-22 05:31:54 -05:00
Merge branch 'zhora-magic-arrows' into rando-enhanced-magic-arrows
This commit is contained in:
commit
99b9531cfd
@ -218,7 +218,8 @@ void GivePlayerRandoRewardNocturne(GlobalContext* globalCtx, RandomizerCheck che
|
||||
!Player_InBlockingCsMode(globalCtx, player) && !Flags_GetEventChkInf(0xAA)) {
|
||||
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_NOCTURNE_OF_SHADOW);
|
||||
GiveItemEntryWithoutActor(globalCtx, getItemEntry);
|
||||
Flags_SetEventChkInf(0xAA);
|
||||
player->pendingFlag.flagID = 0xAA;
|
||||
player->pendingFlag.flagType = FLAG_EVENT_CHECK_INF;
|
||||
}
|
||||
}
|
||||
|
||||
@ -230,7 +231,8 @@ void GivePlayerRandoRewardRequiem(GlobalContext* globalCtx, RandomizerCheck chec
|
||||
!Player_InBlockingCsMode(globalCtx, player)) {
|
||||
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_SONG_OF_TIME);
|
||||
GiveItemEntryWithoutActor(globalCtx, getItemEntry);
|
||||
Flags_SetEventChkInf(0xAC);
|
||||
player->pendingFlag.flagID = 0xAC;
|
||||
player->pendingFlag.flagType = FLAG_EVENT_CHECK_INF;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -96,13 +96,19 @@ 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 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) || Randomizer_GetSettingValue(RSK_SUNLIGHT_ARROWS)))) {
|
||||
// The cutscene of the platform lowering will show the central room in an unloaded state if
|
||||
// Link is not standing on the platform as it lowers. Therefore check for the Sunlight arrows
|
||||
// enhancement and if it's enabled, check that Link is on the platform. Otherwise skip it.
|
||||
if (gSaveContext.n64ddFlag && CVar_GetS32("gSunlightArrows", 0)) {
|
||||
if (GET_PLAYER(globalCtx)->actor.world.pos.x > -19.0f && GET_PLAYER(globalCtx)->actor.world.pos.x < 139.0f &&
|
||||
GET_PLAYER(globalCtx)->actor.world.pos.z > -1172.0f && GET_PLAYER(globalCtx)->actor.world.pos.z < -1009.0f) {
|
||||
OnePointCutscene_Init(globalCtx, 3430, -99, &this->dyna.actor, MAIN_CAM);
|
||||
}
|
||||
BgJyaLift_SetupMove(this);
|
||||
} else {
|
||||
OnePointCutscene_Init(globalCtx, 3430, -99, &this->dyna.actor, MAIN_CAM);
|
||||
BgJyaLift_SetupMove(this);
|
||||
}
|
||||
BgJyaLift_SetupMove(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user