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Separate Arrows Equip Dupe Fix (#3450)
* add gseparatearrow check for equip dupe fix * update gseparatearrows tooltip
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@ -605,7 +605,7 @@ void DrawEnhancementsMenu() {
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UIWidgets::PaddedEnhancementCheckbox("Nuts explode bombs", "gNutsExplodeBombs", true, false);
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UIWidgets::PaddedEnhancementCheckbox("Nuts explode bombs", "gNutsExplodeBombs", true, false);
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UIWidgets::Tooltip("Makes nuts explode bombs, similar to how they interact with bombchus. This does not affect bombflowers.");
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UIWidgets::Tooltip("Makes nuts explode bombs, similar to how they interact with bombchus. This does not affect bombflowers.");
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UIWidgets::PaddedEnhancementCheckbox("Equip Multiple Arrows at Once", "gSeparateArrows", true, false);
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UIWidgets::PaddedEnhancementCheckbox("Equip Multiple Arrows at Once", "gSeparateArrows", true, false);
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UIWidgets::Tooltip("Allow the bow and magic arrows to be equipped at the same time on different slots");
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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)");
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UIWidgets::PaddedEnhancementCheckbox("Bow as Child/Slingshot as Adult", "gBowSlingShotAmmoFix", true, false);
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UIWidgets::PaddedEnhancementCheckbox("Bow as Child/Slingshot as Adult", "gBowSlingShotAmmoFix", true, false);
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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.");
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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.");
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UIWidgets::PaddedEnhancementCheckbox("Better Farore's Wind", "gBetterFW", true, false);
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UIWidgets::PaddedEnhancementCheckbox("Better Farore's Wind", "gBetterFW", true, false);
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@ -1054,8 +1054,9 @@ void KaleidoScope_UpdateItemEquip(PlayState* play) {
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//Fix for Equip Dupe
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//Fix for Equip Dupe
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if (pauseCtx->equipTargetItem == ITEM_BOW) {
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if (pauseCtx->equipTargetItem == ITEM_BOW) {
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if ((gSaveContext.equips.buttonItems[otherButtonIndex] >= ITEM_BOW_ARROW_FIRE) &&
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if (gSaveContext.equips.buttonItems[otherButtonIndex] >= ITEM_BOW_ARROW_FIRE &&
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(gSaveContext.equips.buttonItems[otherButtonIndex] <= ITEM_BOW_ARROW_LIGHT)) {
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gSaveContext.equips.buttonItems[otherButtonIndex] <= ITEM_BOW_ARROW_LIGHT &&
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!CVarGetInteger("gSeparateArrows", 0)) {
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gSaveContext.equips.buttonItems[otherButtonIndex] = gSaveContext.equips.buttonItems[targetButtonIndex];
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gSaveContext.equips.buttonItems[otherButtonIndex] = gSaveContext.equips.buttonItems[targetButtonIndex];
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gSaveContext.equips.cButtonSlots[otherSlotIndex] = gSaveContext.equips.cButtonSlots[pauseCtx->equipTargetCBtn];
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gSaveContext.equips.cButtonSlots[otherSlotIndex] = gSaveContext.equips.cButtonSlots[pauseCtx->equipTargetCBtn];
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Interface_LoadItemIcon2(play, otherButtonIndex);
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Interface_LoadItemIcon2(play, otherButtonIndex);
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