Added in JOTWAD Death Trigger.
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@ -201,6 +201,7 @@ std::vector<TimeSplitObject> splitObjects = {
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{ ENTER_INSIDE_GANONS_CASTLE_COLLAPSE, "Enter Ganons Castle Collapse", "SPECIAL_SPLIT_ENTRANCE"},
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{ ESCAPE_LOST_WOODS, "Lost Woods Escape", "SPECIAL_SPLIT_ENTRANCE"},
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{ ESCAPE_KOKIRI_FOREST, "Forest Escape", "SPECIAL_SPLIT_ENTRANCE"},
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{ WATCHTOWER_DEATH, "Watchtower Death", "SPECIAL_SPLIT_ENTRANCE"},
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};
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std::vector<TimeSplitObject> equipmentObjects = {
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@ -304,6 +305,7 @@ std::vector<TimeSplitObject> sceneObjects = {
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{ ENTER_INSIDE_GANONS_CASTLE_COLLAPSE, "Enter Ganons Castle Collapse", "SPECIAL_SPLIT_ENTRANCE"},
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{ ESCAPE_LOST_WOODS, "Lost Woods Escape", "SPECIAL_SPLIT_ENTRANCE"},
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{ ESCAPE_KOKIRI_FOREST, "Forest Escape", "SPECIAL_SPLIT_ENTRANCE"},
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{ WATCHTOWER_DEATH, "Watchtower Death", "SPECIAL_SPLIT_ENTRANCE"},
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};
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std::string formatTimestampTimeSplit(uint32_t value) {
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@ -365,9 +367,12 @@ void TimeSplitSceneSplitHandler(uint32_t entrance) {
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if (entrance == ESCAPE_KOKIRI_FOREST && gSaveContext.cutsceneIndex != 0xfff0) {
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return;
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}
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if (entrance != ESCAPE_LOST_WOODS && entrance != ESCAPE_KOKIRI_FOREST) {
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if (entrance != ESCAPE_LOST_WOODS && entrance != ESCAPE_KOKIRI_FOREST && entrance != WATCHTOWER_DEATH) {
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entrance = gPlayState->sceneNum + ENTER_DEKU_TREE;
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}
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if (entrance == WATCHTOWER_DEATH && gSaveContext.health != 0) {
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return;
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}
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for (auto& str : splitItem) {
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if (entrance == splitItem[loopCounter]) {
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if (splitStatus[loopCounter] == 2) {
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@ -1370,7 +1375,7 @@ void DrawTimeSplitListManager() {
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ImGui::BeginTable("Overworld", 1);
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ImGui::TableSetupColumn("Overworld1", ImGuiTableColumnFlags_WidthFixed, (220.0f * uiScale));
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ImGui::TableNextColumn();
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for (int i = 16; i <= 17; i++) {
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for (int i = 16; i <= 18; i++) {
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//itemNum = obj.itemID;
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//TimeSplitColorTint();
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if (ImGui::ImageButton(std::to_string(i).c_str(), LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(sceneObjects[i].itemImage),
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@ -9,6 +9,7 @@ extern "C" {
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#endif
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void TimeSplitSplitsHandlerS(uint32_t itemID);
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void TimeSplitSceneSplitHandler(uint32_t entrance);
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#ifdef __cplusplus
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}
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@ -66,5 +67,6 @@ typedef enum {
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ENTER_GANONS_TOWER_COLLAPSE_INTERIOR,
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ENTER_INSIDE_GANONS_CASTLE_COLLAPSE,
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ESCAPE_KOKIRI_FOREST = 286,
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ESCAPE_LOST_WOODS = 477
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ESCAPE_LOST_WOODS = 477,
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WATCHTOWER_DEATH = 513
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};
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@ -30,6 +30,7 @@
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#include "soh/Enhancements/randomizer/randomizer_grotto.h"
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#include "soh/frame_interpolation.h"
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#include "soh/Enhancements/timesplits/TimeSplits.h"
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#include <string.h>
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#include <stdlib.h>
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@ -11449,6 +11450,8 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
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: (this->bodyShockTimer != 0) ? &gPlayerAnim_link_normal_electric_shock_end
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: &gPlayerAnim_link_derth_rebirth);
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}
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TimeSplitSceneSplitHandler(gSaveContext.entranceIndex);
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} else {
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if ((this->actor.parent == NULL) &&
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((play->transitionTrigger == TRANS_TRIGGER_START) || (this->unk_A87 != 0) || !func_808382DC(this, play))) {
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