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Full health spawn (#2377)
* full health spawn Co-authored-by: MoriyaFaith <46070717+MoriyaFaith@users.noreply.github.com> * add enahancement to gamemenubar, update to use new cvar method names, simplify save loading logic so loading a save with less than 3 hearts spawns with full hearts with enhancement enabled instead of spawing with 3 * formatting Co-authored-by: MoriyaFaith <46070717+MoriyaFaith@users.noreply.github.com>
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@ -86,6 +86,7 @@ const std::vector<const char*> enhancementsCvars = {
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"gNoHeartDrops",
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"gBombchuDrops",
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"gGoronPot",
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"gFullHealthSpawn",
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"gDampeWin",
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"gRedPotionEffect",
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"gRedPotionHealth",
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@ -443,6 +443,8 @@ namespace GameMenuBar {
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32x: Can survive void damage with max health and double defense\n\
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64x: Cannot survive void damage"
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);
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UIWidgets::PaddedEnhancementCheckbox("Spawn with full health", "gFullHealthSpawn", true, false);
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UIWidgets::Tooltip("Respawn with full health instead of 3 Hearts");
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UIWidgets::PaddedEnhancementCheckbox("No Random Drops", "gNoRandomDrops", true, false);
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UIWidgets::Tooltip("Disables random drops, except from the Goron Pot, Dampe, and bosses");
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bool forceEnableBombchuDrops = gSaveContext.n64ddFlag &&
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@ -207,7 +207,7 @@ void Sram_OpenSave() {
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osSyncPrintf(VT_RST);
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if (gSaveContext.health < 0x30) {
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gSaveContext.health = 0x30;
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gSaveContext.health = CVarGetInteger("gFullHealthSpawn", 0) ? gSaveContext.healthCapacity : 0x30;
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}
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if (gSaveContext.scarecrowLongSongSet) {
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@ -4158,7 +4158,7 @@ void KaleidoScope_Update(PlayState* play)
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Grotto_ForceGrottoReturn();
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}
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gSaveContext.nextTransitionType = 2;
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gSaveContext.health = 0x30;
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gSaveContext.health = CVarGetInteger("gFullHealthSpawn", 0) ? gSaveContext.healthCapacity : 0x30;
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Audio_QueueSeqCmd(0xF << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0xA);
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gSaveContext.healthAccumulator = 0;
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gSaveContext.magicState = 0;
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