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ADDED: Draw Distance toggle under Experimental enhancement + Bugfix (#398)
* ADDED: Draw Distance toggle under Experimental enhancement * FIXED: Dark Link Apparition + Kokiri NPC spawn * Added a Toggle for Kokiri NPC since they are mystics * TWKEA: Desciription got the Kokiri draw distance * FIXED: Horses behavior Fixed Epona shout on title screen + Epona call from songFixed Zelda and Ganon horses that could still be seen on camera pan on the castle escape cinematic
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@ -994,6 +994,12 @@ namespace SohImGui {
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}
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EnhancementCheckbox("Disable LOD", "gDisableLOD");
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Tooltip("Turns off the level of detail setting, making models always use their higher poly variants");
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EnhancementCheckbox("Disable Draw Distance", "gDisableDrawDistance");
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Tooltip("Turns off the objects draw distance, making objects being visible from a longer range");
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if (CVar_GetS32("gDisableDrawDistance", 0) == 1) {
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EnhancementCheckbox("Kokiri Draw Distance", "gDisableKokiriDrawDistance");
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Tooltip("Kokiris are mystical being that appear from a certain distance\nEnable this will remove their draw distance\nNeeds to reload the map to take effect");
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}
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ImGui::EndMenu();
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}
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@ -1163,7 +1163,9 @@ void Actor_Init(Actor* actor, GlobalContext* globalCtx) {
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actor->uncullZoneForward = 1000.0f;
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actor->uncullZoneScale = 350.0f;
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actor->uncullZoneDownward = 700.0f;
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if (CVar_GetS32("gDisableDrawDistance", 0) != 0) {
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if (CVar_GetS32("gDisableDrawDistance", 0) != 0 && actor->id != ACTOR_EN_TORCH2 && actor->id != ACTOR_EN_BLKOBJ // Extra check for Dark Link and his room
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&& actor->id != ACTOR_EN_HORSE // Check for Epona, else if we call her she will spawn at the other side of the map + we can hear her during the title screen sequence
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&& actor->id != ACTOR_EN_HORSE_GANON && actor->id != ACTOR_EN_HORSE_ZELDA) { // check for Zelda's and Ganondorf's horses that will always be scene during cinematic whith camera paning
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actor->uncullZoneForward = 32767.0f;
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actor->uncullZoneScale = 32767.0f;
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actor->uncullZoneDownward = 32767.0f;
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@ -2690,7 +2692,9 @@ s32 func_800314B0(GlobalContext* globalCtx, Actor* actor) {
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s32 func_800314D4(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, f32 arg3) {
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f32 var;
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if (CVar_GetS32("gDisableDrawDistance", 0) != 0) {
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if (CVar_GetS32("gDisableDrawDistance", 0) != 0 && actor->id != ACTOR_EN_TORCH2 && actor->id != ACTOR_EN_BLKOBJ // Extra check for Dark Link and his room
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&& actor->id != ACTOR_EN_HORSE // Check for Epona, else if we call her she will spawn at the other side of the map + we can hear her during the title screen sequence
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&& actor->id != ACTOR_EN_HORSE_GANON && actor->id != ACTOR_EN_HORSE_ZELDA) { // check for Zelda's and Ganondorf's horses that will always be scene during cinematic whith camera paning
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return true;
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}
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@ -1053,7 +1053,7 @@ void func_80A98CD8(EnKo* this) {
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this->actor.targetMode = info->targetMode;
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this->lookDist = info->lookDist;
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this->lookDist += this->collider.dim.radius;
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this->appearDist = info->appearDist;
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this->appearDist = CVar_GetS32("gDisableKokiriDrawDistance", 0) != 0 ? 32767 : info->appearDist;
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}
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// Used to fetch actor animation?
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