Separate Arrows Equip Dupe Fix (#3450)

* add gseparatearrow check for equip dupe fix

* update gseparatearrows tooltip
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inspectredc 2023-11-28 21:13:00 +00:00 committed by GitHub
parent 420bdab328
commit 9d215b6dce
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 4 additions and 3 deletions

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@ -605,7 +605,7 @@ void DrawEnhancementsMenu() {
UIWidgets::PaddedEnhancementCheckbox("Nuts explode bombs", "gNutsExplodeBombs", true, false); UIWidgets::PaddedEnhancementCheckbox("Nuts explode bombs", "gNutsExplodeBombs", true, false);
UIWidgets::Tooltip("Makes nuts explode bombs, similar to how they interact with bombchus. This does not affect bombflowers."); UIWidgets::Tooltip("Makes nuts explode bombs, similar to how they interact with bombchus. This does not affect bombflowers.");
UIWidgets::PaddedEnhancementCheckbox("Equip Multiple Arrows at Once", "gSeparateArrows", true, false); UIWidgets::PaddedEnhancementCheckbox("Equip Multiple Arrows at Once", "gSeparateArrows", true, false);
UIWidgets::Tooltip("Allow the bow and magic arrows to be equipped at the same time on different slots"); UIWidgets::Tooltip("Allow the bow and magic arrows to be equipped at the same time on different slots. (Note this will disable the behaviour of the 'Equip Dupe' glitch)");
UIWidgets::PaddedEnhancementCheckbox("Bow as Child/Slingshot as Adult", "gBowSlingShotAmmoFix", true, false); UIWidgets::PaddedEnhancementCheckbox("Bow as Child/Slingshot as Adult", "gBowSlingShotAmmoFix", true, false);
UIWidgets::Tooltip("Allows child to use bow with arrows.\nAllows adult to use slingshot with seeds.\n\nRequires glitches or 'Timeless Equipment' cheat to equip."); UIWidgets::Tooltip("Allows child to use bow with arrows.\nAllows adult to use slingshot with seeds.\n\nRequires glitches or 'Timeless Equipment' cheat to equip.");
UIWidgets::PaddedEnhancementCheckbox("Better Farore's Wind", "gBetterFW", true, false); UIWidgets::PaddedEnhancementCheckbox("Better Farore's Wind", "gBetterFW", true, false);

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@ -1054,8 +1054,9 @@ void KaleidoScope_UpdateItemEquip(PlayState* play) {
//Fix for Equip Dupe //Fix for Equip Dupe
if (pauseCtx->equipTargetItem == ITEM_BOW) { if (pauseCtx->equipTargetItem == ITEM_BOW) {
if ((gSaveContext.equips.buttonItems[otherButtonIndex] >= ITEM_BOW_ARROW_FIRE) && if (gSaveContext.equips.buttonItems[otherButtonIndex] >= ITEM_BOW_ARROW_FIRE &&
(gSaveContext.equips.buttonItems[otherButtonIndex] <= ITEM_BOW_ARROW_LIGHT)) { gSaveContext.equips.buttonItems[otherButtonIndex] <= ITEM_BOW_ARROW_LIGHT &&
!CVarGetInteger("gSeparateArrows", 0)) {
gSaveContext.equips.buttonItems[otherButtonIndex] = gSaveContext.equips.buttonItems[targetButtonIndex]; gSaveContext.equips.buttonItems[otherButtonIndex] = gSaveContext.equips.buttonItems[targetButtonIndex];
gSaveContext.equips.cButtonSlots[otherSlotIndex] = gSaveContext.equips.cButtonSlots[pauseCtx->equipTargetCBtn]; gSaveContext.equips.cButtonSlots[otherSlotIndex] = gSaveContext.equips.cButtonSlots[pauseCtx->equipTargetCBtn];
Interface_LoadItemIcon2(play, otherButtonIndex); Interface_LoadItemIcon2(play, otherButtonIndex);