Merge branch 'zhora-magic-arrows' into rando-enhanced-magic-arrows

This commit is contained in:
Sarge-117 2022-09-06 11:10:46 -07:00
commit 99b9531cfd
2 changed files with 15 additions and 7 deletions

View File

@ -218,7 +218,8 @@ void GivePlayerRandoRewardNocturne(GlobalContext* globalCtx, RandomizerCheck che
!Player_InBlockingCsMode(globalCtx, player) && !Flags_GetEventChkInf(0xAA)) { !Player_InBlockingCsMode(globalCtx, player) && !Flags_GetEventChkInf(0xAA)) {
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_NOCTURNE_OF_SHADOW); GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_NOCTURNE_OF_SHADOW);
GiveItemEntryWithoutActor(globalCtx, getItemEntry); 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)) { !Player_InBlockingCsMode(globalCtx, player)) {
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_SONG_OF_TIME); GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_SONG_OF_TIME);
GiveItemEntryWithoutActor(globalCtx, getItemEntry); GiveItemEntryWithoutActor(globalCtx, getItemEntry);
Flags_SetEventChkInf(0xAC); player->pendingFlag.flagID = 0xAC;
player->pendingFlag.flagType = FLAG_EVENT_CHECK_INF;
} }
} }
} }

View File

@ -96,13 +96,19 @@ void BgJyaLift_DelayMove(BgJyaLift* this, GlobalContext* globalCtx) {
if (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F) || (this->moveDelay > 0)) { if (Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x3F) || (this->moveDelay > 0)) {
this->moveDelay++; this->moveDelay++;
if (this->moveDelay >= 20) { if (this->moveDelay >= 20) {
// Skip this cutscene if using Sunlight Arrows in rando, since activating the switch while // The cutscene of the platform lowering will show the central room in an unloaded state if
// not standing on the platform will cause the cutscene to show the unloaded central room // Link is not standing on the platform as it lowers. Therefore check for the Sunlight arrows
if (!(gSaveContext.n64ddFlag && // enhancement and if it's enabled, check that Link is on the platform. Otherwise skip it.
(CVar_GetS32("gSunlightArrows", 0) || Randomizer_GetSettingValue(RSK_SUNLIGHT_ARROWS)))) { 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); OnePointCutscene_Init(globalCtx, 3430, -99, &this->dyna.actor, MAIN_CAM);
} }
BgJyaLift_SetupMove(this); BgJyaLift_SetupMove(this);
} else {
OnePointCutscene_Init(globalCtx, 3430, -99, &this->dyna.actor, MAIN_CAM);
BgJyaLift_SetupMove(this);
}
} }
} }
} }