Remove debug elements and visual SoA (#3086)

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aMannus 2023-08-20 19:59:39 +02:00 committed by GitHub
parent f19f303651
commit b040a894d1
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 10 additions and 3 deletions

View File

@ -1,4 +1,5 @@
#include "global.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
typedef struct {
u8 x;
@ -219,8 +220,9 @@ void func_80063D7C(GraphicsContext* gfxCtx) {
GfxPrint printer;
Gfx* tempRet;
if (!CVarGetInteger("gDebugEnabled", 0))
if (!CVarGetInteger("gDebugEnabled", 0) || GameInteractor_NoUIActive()) {
return;
}
OPEN_DISPS(gfxCtx);

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@ -1,5 +1,6 @@
#include "global.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
typedef struct {
/* 0x00 */ s16 drawType; // indicates which draw function to use when displaying the object
@ -34,6 +35,10 @@ DebugDispObject* DebugDisplay_AddObject(f32 posX, f32 posY, f32 posZ, s16 rotX,
GraphicsContext* gfxCtx) {
DebugDispObject* prevHead = sDebugObjectListHead;
if (GameInteractor_NoUIActive()) {
return sDebugObjectListHead;
}
sDebugObjectListHead = Graph_Alloc(gfxCtx, sizeof(DebugDispObject));
sDebugObjectListHead->pos.x = posX;

View File

@ -10490,7 +10490,7 @@ void func_80848EF8(Player* this, PlayState* play) {
if (CVarGetInteger("gCosmetics.Hud_StoneOfAgony.Changed", 0)) {
stoneOfAgonyColor = CVarGetColor24("gCosmetics.Hud_StoneOfAgony.Value", stoneOfAgonyColor);
}
if (CVarGetInteger("gVisualAgony", 0) != 0 && !this->stateFlags1) {
if (CVarGetInteger("gVisualAgony", 0) && !this->stateFlags1 && !GameInteractor_NoUIActive()) {
s16 Top_Margins = (CVarGetInteger("gHUDMargin_T", 0) * -1);
s16 Left_Margins = CVarGetInteger("gHUDMargin_L", 0);
s16 Right_Margins = CVarGetInteger("gHUDMargin_R", 0);
@ -10574,7 +10574,7 @@ void func_80848EF8(Player* this, PlayState* play) {
if (this->unk_6A0 > 4000000.0f) {
this->unk_6A0 = 0.0f;
if (CVarGetInteger("gVisualAgony", 0) != 0 && !this->stateFlags1) {
if (CVarGetInteger("gVisualAgony", 0) && !this->stateFlags1 && !GameInteractor_NoUIActive()) {
// This audio is placed here and not in previous CVar check to prevent ears ra.. :)
Audio_PlaySoundGeneral(NA_SE_SY_MESSAGE_WOMAN, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E0);
}