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https://github.com/HarbourMasters/Shipwright.git
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Changed iceTrapped var name/type and tooltip
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@ -622,7 +622,7 @@ typedef struct Player {
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/* 0x0A86 */ s8 unk_A86;
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/* 0x0A86 */ s8 unk_A86;
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/* 0x0A87 */ u8 unk_A87;
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/* 0x0A87 */ u8 unk_A87;
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/* 0x0A88 */ Vec3f unk_A88; // previous body part 0 position
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/* 0x0A88 */ Vec3f unk_A88; // previous body part 0 position
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/* 0x0A89 */ u8 iceTrapped;
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/* 0x0A89 */ bool pendingIceTrap;
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} Player; // size = 0xA94
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} Player; // size = 0xA94
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#endif
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#endif
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@ -3926,7 +3926,8 @@ void DrawRandoEditor(bool& open) {
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// Shuffle Tokens
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// Shuffle Tokens
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ImGui::Text(Settings::Tokensanity.GetName().c_str());
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ImGui::Text(Settings::Tokensanity.GetName().c_str());
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InsertHelpHoverText(
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InsertHelpHoverText(
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"Shuffles Golden Skulltula Tokens into the item pool.\n"
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"Shuffles Golden Skulltula Tokens into the item pool. This means\n"
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"Golden Skulltulas can contain other items as well.\n"
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"\n"
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"\n"
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"Off - GS tokens will not be shuffled.\n"
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"Off - GS tokens will not be shuffled.\n"
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"\n"
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"\n"
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@ -1983,7 +1983,7 @@ s32 GiveItemWithoutActor(GlobalContext* globalCtx, s32 getItemId) {
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player->getItemDirection = player->actor.shape.rot.y;
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player->getItemDirection = player->actor.shape.rot.y;
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// Player state 26 = Player is frozen
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// Player state 26 = Player is frozen
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if (player->stateFlags1 & (PLAYER_STATE1_26)) {
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if (player->stateFlags1 & (PLAYER_STATE1_26)) {
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player->iceTrapped = 0;
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player->pendingIceTrap = false;
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}
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}
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return true;
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return true;
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}
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}
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@ -101,7 +101,7 @@ void func_80AFB768(EnSi* this, GlobalContext* globalCtx) {
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getItemId = Randomizer_GetRandomizedItemId(GI_SKULL_TOKEN, this->actor.id, this->actor.params, globalCtx->sceneNum);
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getItemId = Randomizer_GetRandomizedItemId(GI_SKULL_TOKEN, this->actor.id, this->actor.params, globalCtx->sceneNum);
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if (getItemId == GI_ICE_TRAP) {
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if (getItemId == GI_ICE_TRAP) {
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player->getItemId = GI_ICE_TRAP;
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player->getItemId = GI_ICE_TRAP;
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player->iceTrapped = 1;
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player->pendingIceTrap = true;
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textId = 0xF8;
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textId = 0xF8;
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} else {
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} else {
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textId = sGetItemTable[getItemId - 1].textId;
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textId = sGetItemTable[getItemId - 1].textId;
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@ -138,7 +138,7 @@ void func_80AFB89C(EnSi* this, GlobalContext* globalCtx) {
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getItemId = Randomizer_GetRandomizedItemId(GI_SKULL_TOKEN, this->actor.id, this->actor.params, globalCtx->sceneNum);
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getItemId = Randomizer_GetRandomizedItemId(GI_SKULL_TOKEN, this->actor.id, this->actor.params, globalCtx->sceneNum);
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if (getItemId == GI_ICE_TRAP) {
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if (getItemId == GI_ICE_TRAP) {
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player->getItemId = GI_ICE_TRAP;
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player->getItemId = GI_ICE_TRAP;
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player->iceTrapped = 1;
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player->pendingIceTrap = true;
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textId = 0xF8;
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textId = 0xF8;
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} else {
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} else {
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textId = sGetItemTable[getItemId - 1].textId;
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textId = sGetItemTable[getItemId - 1].textId;
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@ -10978,7 +10978,7 @@ void Player_UpdateCommon(Player* this, GlobalContext* globalCtx, Input* input) {
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Collider_ResetQuadAC(globalCtx, &this->shieldQuad.base);
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Collider_ResetQuadAC(globalCtx, &this->shieldQuad.base);
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Collider_ResetQuadAT(globalCtx, &this->shieldQuad.base);
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Collider_ResetQuadAT(globalCtx, &this->shieldQuad.base);
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if (this->iceTrapped != 0) {
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if (this->pendingIceTrap == true) {
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GiveItemWithoutActor(globalCtx, GI_ICE_TRAP);
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GiveItemWithoutActor(globalCtx, GI_ICE_TRAP);
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}
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}
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}
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}
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