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https://github.com/HarbourMasters/Shipwright.git
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Fix skeleton key (#4296)
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07babaa17b
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@ -32,6 +32,7 @@
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#include "src/overlays/actors/ovl_Fishing/z_fishing.h"
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#include "src/overlays/actors/ovl_Obj_Switch/z_obj_switch.h"
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#include "src/overlays/actors/ovl_Door_Shutter/z_door_shutter.h"
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#include "src/overlays/actors/ovl_Door_Gerudo/z_door_gerudo.h"
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#include "src/overlays/actors/ovl_En_Door/z_en_door.h"
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#include "objects/object_link_boy/object_link_boy.h"
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#include "objects/object_link_child/object_link_child.h"
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@ -1754,11 +1755,12 @@ void RegisterRandomizerCompasses() {
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});
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}
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extern "C" void func_8099485C(DoorGerudo* gerudoDoor, PlayState* play);
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void RegisterSkeletonKey() {
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnActorUpdate>([](void* refActor) {
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Actor* actor = static_cast<Actor*>(refActor);
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if (Flags_GetRandomizerInf(RAND_INF_HAS_SKELETON_KEY)) {
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Actor* actor = static_cast<Actor*>(refActor);
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if (actor->id == ACTOR_EN_DOOR) {
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EnDoor* door = (EnDoor*)actor;
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door->lockTimer = 0;
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@ -1767,6 +1769,10 @@ void RegisterSkeletonKey() {
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if (shutterDoor->doorType == SHUTTER_KEY_LOCKED) {
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shutterDoor->unk_16E = 0;
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}
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} else if (actor->id == ACTOR_DOOR_GERUDO) {
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DoorGerudo* gerudoDoor = (DoorGerudo*)actor;
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gerudoDoor->actionFunc = func_8099485C;
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gerudoDoor->dyna.actor.world.pos.y = gerudoDoor->dyna.actor.home.pos.y + 200.0f;
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}
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}
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});
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@ -563,7 +563,7 @@ Color_RGBA8 GetSkeletonKeyColor() {
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return color;
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}
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int test = 0;
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int skeletonKeyRotation = 0;
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extern "C" void Randomizer_DrawSkeletonKey(PlayState* play, GetItemEntry* getItemEntry) {
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OPEN_DISPS(play->state.gfxCtx);
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@ -572,14 +572,14 @@ extern "C" void Randomizer_DrawSkeletonKey(PlayState* play, GetItemEntry* getIte
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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test += 1;
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skeletonKeyRotation += 1;
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if (test > 40) {
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test -= 80;
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if (skeletonKeyRotation > 40) {
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skeletonKeyRotation -= 80;
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}
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Matrix_RotateZ(M_PI / 40 * test, MTXMODE_APPLY);
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Matrix_RotateY(M_PI / 40 * test, MTXMODE_APPLY);
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Matrix_RotateZ(M_PI / 40 * skeletonKeyRotation, MTXMODE_APPLY);
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Matrix_RotateY(M_PI / 40 * skeletonKeyRotation, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, (char*)__FILE__, __LINE__),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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@ -382,7 +382,7 @@ void EnDaiku_Jailed(EnDaiku* this, PlayState* play) {
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void EnDaiku_WaitFreedom(EnDaiku* this, PlayState* play) {
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SkelAnime_Update(&this->skelAnime);
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if (Flags_GetSwitch(play, this->actor.params >> 8 & 0x3F)) {
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if (Flags_GetSwitch(play, this->actor.params >> 8 & 0x3F) || (IS_RANDO && Flags_GetRandomizerInf(RAND_INF_HAS_SKELETON_KEY))) {
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this->actor.flags |= ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY;
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EnDaiku_UpdateText(this, play);
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}
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