Fix Magic splits

This commit is contained in:
Caladius 2024-03-13 18:32:40 -04:00
parent c5f688b115
commit c351083591
1 changed files with 5 additions and 5 deletions

View File

@ -166,8 +166,8 @@ std::vector<TimeSplitObject> splitObjects = {
{ ITEM_STONE_OF_AGONY, "Stone of Agony", "QUEST_STONE_OF_AGONY"},
{ ITEM_GERUDO_CARD, "Gerudo's Card", "QUEST_GERUDO_CARD"},
{ ITEM_SKULL_TOKEN, "Skulltula Token", "QUEST_SKULL_TOKEN"},
{ ITEM_MAGIC_SMALL, "Magic Meter", "ITEM_MAGIC_SMALL"},
{ ITEM_MAGIC_LARGE, "Double Magic", "ITEM_MAGIC_LARGE"},
{ ITEM_SINGLE_MAGIC, "Magic Meter", "ITEM_MAGIC_SMALL"},
{ ITEM_DOUBLE_MAGIC, "Double Magic", "ITEM_MAGIC_LARGE"},
{ ITEM_DOUBLE_DEFENSE, "Double Defense", "ITEM_HEART_CONTAINER"},
{ ITEM_STICK_UPGRADE_20, "Deku Stick Upgrade (20)", "ITEM_STICK"},
{ ITEM_STICK_UPGRADE_30, "Deku Stick Upgrade (30)", "ITEM_STICK"},
@ -257,7 +257,7 @@ std::vector<TimeSplitObject> inventoryObjects = {
{ ITEM_BOMB, "Bombs", "ITEM_BOMB"},
{ ITEM_BOMBCHU, "Bombchu", "ITEM_BOMBCHU"},
{ ITEM_BEAN, "Magic Bean", "ITEM_BEAN"},
{ ITEM_MAGIC_SMALL, "Magic Meter", "ITEM_MAGIC_SMALL"},
{ ITEM_SINGLE_MAGIC, "Magic Meter", "ITEM_MAGIC_SMALL"},
{ ITEM_BOW, "Fairy Bow", "ITEM_BOW"},
{ ITEM_HOOKSHOT, "Hookshot", "ITEM_HOOKSHOT"},
{ ITEM_HAMMER, "Megaton Hammer", "ITEM_HAMMER"},
@ -1065,7 +1065,7 @@ void DrawTimeSplitListManager() {
ImGui::OpenPopup("Hookshot");
} else if (inventoryObjects[i].itemID == ITEM_BOTTLE) {
ImGui::OpenPopup("Bottles");
} else if (inventoryObjects[i].itemID == ITEM_MAGIC_SMALL) {
} else if (inventoryObjects[i].itemID == ITEM_SINGLE_MAGIC) {
ImGui::OpenPopup("Magic");
} else if (inventoryObjects[i].itemID == ITEM_WALLET_ADULT) {
ImGui::OpenPopup("Wallet");
@ -1213,7 +1213,7 @@ void DrawTimeSplitListManager() {
ImGui::EndPopup();
}
if (ImGui::BeginPopupContextItem("Magic")) {
for (int i = ITEM_MAGIC_SMALL; i <= ITEM_MAGIC_LARGE; i++) {
for (int i = ITEM_SINGLE_MAGIC; i <= ITEM_DOUBLE_MAGIC; i++) {
for (auto& obj : splitObjects) {
if (obj.itemID == i) {
if (ImGui::ImageButton(std::to_string(i).c_str(), LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(obj.itemImage),