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Add cheat for extending hookshot reach (#2178)
* Add cheat for extending hookshot reach * Adjust cvar usage
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@ -1001,6 +1001,7 @@ namespace GameMenuBar {
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UIWidgets::Tooltip("Makes every surface in the game climbable");
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UIWidgets::PaddedEnhancementCheckbox("Hookshot Everything", "gHookshotEverything", true, false);
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UIWidgets::Tooltip("Makes every surface in the game hookshot-able");
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UIWidgets::EnhancementSliderFloat("Hookshot Reach Multiplier: %.1fx", "##gCheatHookshotReachMultiplier", "gCheatHookshotReachMultiplier", 1.0f, 5.0f, "", 1.0f, false);
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UIWidgets::PaddedEnhancementCheckbox("Moon Jump on L", "gMoonJumpOnL", true, false);
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UIWidgets::Tooltip("Holding L makes you float into the air");
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UIWidgets::PaddedEnhancementCheckbox("Super Tunic", "gSuperTunic", true, false);
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@ -1510,7 +1510,7 @@ void func_80090D20(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void
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if (func_8002DD78(this) != 0) {
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Matrix_Translate(500.0f, 300.0f, 0.0f, MTXMODE_APPLY);
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Player_DrawHookshotReticle(
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play, this, (this->heldItemAction == PLAYER_IA_HOOKSHOT) ? 38600.0f : 77600.0f);
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play, this, ((this->heldItemAction == PLAYER_IA_HOOKSHOT) ? 38600.0f : 77600.0f) * CVarGetFloat("gCheatHookshotReachMultiplier", 1.0f));
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}
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}
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}
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@ -85,7 +85,7 @@ void ArmsHook_Wait(ArmsHook* this, PlayState* play) {
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if (this->actor.parent == NULL) {
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Player* player = GET_PLAYER(play);
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// get correct timer length for hookshot or longshot
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s32 length = (player->heldItemAction == PLAYER_IA_HOOKSHOT) ? 13 : 26;
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s32 length = ((player->heldItemAction == PLAYER_IA_HOOKSHOT) ? 13 : 26) * CVarGetFloat("gCheatHookshotReachMultiplier", 1.0f);
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ArmsHook_SetupAction(this, ArmsHook_Shoot);
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func_8002D9A4(&this->actor, 20.0f);
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