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https://github.com/HarbourMasters/Shipwright.git
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Faster Swim animations, full credit to kimimaru4000
Co-authored-by: kimimaru4000 <kimimaru@posteo.net>
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@ -136,6 +136,7 @@ const std::vector<const char*> enhancementsCvars = {
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"gInjectItemCounts",
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"gInjectItemCounts",
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"gDayGravePull",
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"gDayGravePull",
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"gDampeAllNight",
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"gDampeAllNight",
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"gSkipSwimDeepEndAnim",
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"gSkipScarecrow",
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"gSkipScarecrow",
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"gBlueFireArrows",
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"gBlueFireArrows",
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"gSunlightArrows",
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"gSunlightArrows",
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@ -567,6 +567,8 @@ void DrawEnhancementsMenu() {
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"- Obtained the Master Sword\n"
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"- Obtained the Master Sword\n"
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"- Not within range of Time Block\n"
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"- Not within range of Time Block\n"
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"- Not within range of Ocarina playing spots");
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"- Not within range of Ocarina playing spots");
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UIWidgets::PaddedEnhancementCheckbox("Skip water take breath animation", "gSkipSwimDeepEndAnim", true, false);
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UIWidgets::Tooltip("Skips Link's taking breath animation after coming up from water. This setting does not interfere with getting items from underwater.");
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ImGui::EndMenu();
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ImGui::EndMenu();
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}
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}
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@ -5827,9 +5827,19 @@ s32 func_8083D12C(PlayState* play, Player* this, Input* arg2) {
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}
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}
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func_80832340(play, this);
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func_80832340(play, this);
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// Skip take breath animation on surface if Link didn't grab an item while underwater and the setting is enabled
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if (CVarGetInteger("gSkipSwimDeepEndAnim", 0) && !(this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD))
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{
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auto lastAnimFrame = Animation_GetLastFrame(&gPlayerAnim_link_swimer_swim_deep_end);
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LinkAnimation_Change(play, &this->skelAnime, &gPlayerAnim_link_swimer_swim_deep_end, 1.0f,
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lastAnimFrame, lastAnimFrame, ANIMMODE_ONCE, -6.0f);
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}
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else
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{
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func_80832B0C(play, this,
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func_80832B0C(play, this,
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(this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD) ? &gPlayerAnim_link_swimer_swim_get
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(this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD) ? &gPlayerAnim_link_swimer_swim_get
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: &gPlayerAnim_link_swimer_swim_deep_end);
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: &gPlayerAnim_link_swimer_swim_deep_end);
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}
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if (func_8083CFA8(play, this, this->actor.velocity.y, 500)) {
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if (func_8083CFA8(play, this, this->actor.velocity.y, 500)) {
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Player_PlaySfx(&this->actor, NA_SE_PL_FACE_UP);
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Player_PlaySfx(&this->actor, NA_SE_PL_FACE_UP);
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