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Fix special case with the "WINNER" heart
The "WINNER" heart is its own unique item rather than just another piece of heart, so it needed its own check to make it consistent with other pieces of heart
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@ -180,10 +180,14 @@ void Audio_PlayFanfare_Rando() {
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} else {
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} else {
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temp1 = (getItemId == GI_HEART_PIECE) ? NA_BGM_SMALL_ITEM_GET : NA_BGM_ITEM_GET | 0x900;
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temp1 = (getItemId == GI_HEART_PIECE) ? NA_BGM_SMALL_ITEM_GET : NA_BGM_ITEM_GET | 0x900;
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}
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}
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// If we get a skulltula token, play "get small item"
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// If we get a skulltula token or the "WINNER" heart, play "get small item"
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if (getItemId == GI_SKULL_TOKEN) {
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if (getItemId == GI_SKULL_TOKEN || getItemId == GI_HEART_PIECE_WIN) {
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temp1 = NA_BGM_SMALL_ITEM_GET | 0x900;
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temp1 = NA_BGM_SMALL_ITEM_GET | 0x900;
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}
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}
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// But if the "WINNER" heart is the 4th heart piece collected, play "get heart container"
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if (getItemId == GI_HEART_PIECE_WIN && ((gSaveContext.inventory.questItems & 0xF0000000) == 0x40000000)) {
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temp1 = NA_BGM_HEART_GET | 0x900;
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}
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// If the setting is toggled on and we get special quest items (longer fanfares):
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// If the setting is toggled on and we get special quest items (longer fanfares):
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if (CVar_GetS32("gRandoQuestItemFanfares", 0) != 0) {
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if (CVar_GetS32("gRandoQuestItemFanfares", 0) != 0) {
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// If we get a medallion, play the "get a medallion" fanfare
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// If we get a medallion, play the "get a medallion" fanfare
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@ -12702,10 +12702,15 @@ s32 func_8084DFF4(GlobalContext* globalCtx, Player* this) {
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// Restore appropriate item fanfares in rando when we're obtaining items outside of their normal contexts
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// Restore appropriate item fanfares in rando when we're obtaining items outside of their normal contexts
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if (gSaveContext.n64ddFlag) {
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if (gSaveContext.n64ddFlag) {
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// If we get a skulltula token, play "get small item" (for tokensanity)
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// If we get a skulltula token (in tokensanity) or the "WINNER" heart, play "get small item"
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if (this->getItemId == GI_SKULL_TOKEN) {
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if (this->getItemId == GI_SKULL_TOKEN || this->getItemId == GI_HEART_PIECE_WIN) {
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temp1 = NA_BGM_SMALL_ITEM_GET | 0x900;
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temp1 = NA_BGM_SMALL_ITEM_GET | 0x900;
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}
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}
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// But if the "WINNER" heart is the 4th heart piece collected, play "get heart container"
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if (this->getItemId == GI_HEART_PIECE_WIN &&
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((gSaveContext.inventory.questItems & 0xF0000000) == 0x40000000)) {
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temp1 = NA_BGM_HEART_GET | 0x900;
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}
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// If the setting is toggled on and we get special quest items (longer fanfares):
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// If the setting is toggled on and we get special quest items (longer fanfares):
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if (CVar_GetS32("gRandoQuestItemFanfares", 0) != 0) {
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if (CVar_GetS32("gRandoQuestItemFanfares", 0) != 0) {
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// If we get a medallion, play the "get a medallion" fanfare
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// If we get a medallion, play the "get a medallion" fanfare
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