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https://github.com/HarbourMasters/Shipwright.git
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Check for CVar only
Instead of (Cvar && n64dd)
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parent
9b5774cca7
commit
b4d14e708e
@ -105,7 +105,7 @@ void BgBreakwall_Init(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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s32 pad;
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s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
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s32 wallType = ((this->dyna.actor.params >> 13) & 3) & 0xFF;
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blueFireArrowsDC = (gSaveContext.n64ddFlag && (CVar_GetS32("gBlueFireArrows", 0) != 0));
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blueFireArrowsDC = (CVar_GetS32("gBlueFireArrows", 0) != 0);
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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@ -103,7 +103,7 @@ void func_80890740(BgIceShelter* this, GlobalContext* globalCtx) {
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s32 pad;
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s32 pad;
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s32 type = (this->dyna.actor.params >> 8) & 7;
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s32 type = (this->dyna.actor.params >> 8) & 7;
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blueFireArrows = (gSaveContext.n64ddFlag && (CVar_GetS32("gBlueFireArrows", 0) != 0));
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blueFireArrows = (CVar_GetS32("gBlueFireArrows", 0) != 0);
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Collider_InitCylinder(globalCtx, &this->cylinder1);
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Collider_InitCylinder(globalCtx, &this->cylinder1);
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// If "Blue Fire Arrows" is enabled, set up a collider on the red ice that responds to them
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// If "Blue Fire Arrows" is enabled, set up a collider on the red ice that responds to them
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@ -121,7 +121,7 @@ static InitChainEntry sInitChain[] = {
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void ObjLightswitch_InitCollider(ObjLightswitch* this, GlobalContext* globalCtx) {
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void ObjLightswitch_InitCollider(ObjLightswitch* this, GlobalContext* globalCtx) {
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s32 pad;
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s32 pad;
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sunLightArrows = (gSaveContext.n64ddFlag && (CVar_GetS32("gSunLightArrows", 0) != 0));
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sunLightArrows = (CVar_GetS32("gSunLightArrows", 0) != 0);
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Collider_InitJntSph(globalCtx, &this->collider);
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Collider_InitJntSph(globalCtx, &this->collider);
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// If "Sunlight Arrows" is enabled, set up the collider to allow Light Arrow hits
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// If "Sunlight Arrows" is enabled, set up the collider to allow Light Arrow hits
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