Changed iceTrapped var name/type and tooltip

This commit is contained in:
aMannus 2022-07-21 12:22:36 +02:00
parent 37134cbc9a
commit 9ce552659a
5 changed files with 7 additions and 6 deletions

View File

@ -622,7 +622,7 @@ typedef struct Player {
/* 0x0A86 */ s8 unk_A86;
/* 0x0A87 */ u8 unk_A87;
/* 0x0A88 */ Vec3f unk_A88; // previous body part 0 position
/* 0x0A89 */ u8 iceTrapped;
/* 0x0A89 */ bool pendingIceTrap;
} Player; // size = 0xA94
#endif

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@ -3926,7 +3926,8 @@ void DrawRandoEditor(bool& open) {
// Shuffle Tokens
ImGui::Text(Settings::Tokensanity.GetName().c_str());
InsertHelpHoverText(
"Shuffles Golden Skulltula Tokens into the item pool.\n"
"Shuffles Golden Skulltula Tokens into the item pool. This means\n"
"Golden Skulltulas can contain other items as well.\n"
"\n"
"Off - GS tokens will not be shuffled.\n"
"\n"

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@ -1983,7 +1983,7 @@ s32 GiveItemWithoutActor(GlobalContext* globalCtx, s32 getItemId) {
player->getItemDirection = player->actor.shape.rot.y;
// Player state 26 = Player is frozen
if (player->stateFlags1 & (PLAYER_STATE1_26)) {
player->iceTrapped = 0;
player->pendingIceTrap = false;
}
return true;
}

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@ -101,7 +101,7 @@ void func_80AFB768(EnSi* this, GlobalContext* globalCtx) {
getItemId = Randomizer_GetRandomizedItemId(GI_SKULL_TOKEN, this->actor.id, this->actor.params, globalCtx->sceneNum);
if (getItemId == GI_ICE_TRAP) {
player->getItemId = GI_ICE_TRAP;
player->iceTrapped = 1;
player->pendingIceTrap = true;
textId = 0xF8;
} else {
textId = sGetItemTable[getItemId - 1].textId;
@ -138,7 +138,7 @@ void func_80AFB89C(EnSi* this, GlobalContext* globalCtx) {
getItemId = Randomizer_GetRandomizedItemId(GI_SKULL_TOKEN, this->actor.id, this->actor.params, globalCtx->sceneNum);
if (getItemId == GI_ICE_TRAP) {
player->getItemId = GI_ICE_TRAP;
player->iceTrapped = 1;
player->pendingIceTrap = true;
textId = 0xF8;
} else {
textId = sGetItemTable[getItemId - 1].textId;

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@ -10978,7 +10978,7 @@ void Player_UpdateCommon(Player* this, GlobalContext* globalCtx, Input* input) {
Collider_ResetQuadAC(globalCtx, &this->shieldQuad.base);
Collider_ResetQuadAT(globalCtx, &this->shieldQuad.base);
if (this->iceTrapped != 0) {
if (this->pendingIceTrap == true) {
GiveItemWithoutActor(globalCtx, GI_ICE_TRAP);
}
}