mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-22 09:22:18 -05:00
Restore 1.0 quick Bongo kill glitch (#2641)
* Restore 1.0 quick Bongo kill glitch * Address review comments
This commit is contained in:
parent
7f5f4251ca
commit
c9c7fc7df6
@ -853,6 +853,8 @@ namespace GameMenuBar {
|
||||
UIWidgets::PaddedEnhancementCheckbox("Quick Putaway", "gQuickPutaway", true, false);
|
||||
UIWidgets::Tooltip("Restore a bug from NTSC 1.0 that allows putting away an item without an animation and performing Putaway Ocarina Items");
|
||||
UIWidgets::PaddedEnhancementCheckbox("Restore old Gold Skulltula cutscene", "gGsCutscene", true, false);
|
||||
UIWidgets::PaddedEnhancementCheckbox("Quick Bongo Kill", "gQuickBongoKill", true, false);
|
||||
UIWidgets::Tooltip("Restore a bug from NTSC 1.0 that allows bypassing Bongo Bongo's intro cutscene to quickly kill him");
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
@ -356,12 +356,21 @@ void BossSst_HeadSetupLurk(BossSst* this) {
|
||||
}
|
||||
|
||||
void BossSst_HeadLurk(BossSst* this, PlayState* play) {
|
||||
if (CVarGetInteger("gQuickBongoKill", 0)) {
|
||||
this->colliderCyl.base.acFlags |= AC_ON;
|
||||
}
|
||||
|
||||
if (this->actor.yDistToPlayer < 1000.0f) {
|
||||
BossSst_HeadSetupIntro(this, play);
|
||||
}
|
||||
}
|
||||
|
||||
void BossSst_HeadSetupIntro(BossSst* this, PlayState* play) {
|
||||
//Make sure to restore original behavior if the quick kill didn't happen
|
||||
if (CVarGetInteger("gQuickBongoKill", 0)) {
|
||||
this->colliderCyl.base.acFlags &= ~AC_ON;
|
||||
}
|
||||
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
this->timer = 611;
|
||||
@ -2649,7 +2658,7 @@ void BossSst_UpdateHead(Actor* thisx, PlayState* play) {
|
||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderJntSph.base);
|
||||
}
|
||||
|
||||
if ((this->actionFunc != BossSst_HeadLurk) && (this->actionFunc != BossSst_HeadIntro)) {
|
||||
if ((this->actionFunc != BossSst_HeadLurk || CVarGetInteger("gQuickBongoKill", 0)) && (this->actionFunc != BossSst_HeadIntro)) {
|
||||
if (this->colliderCyl.base.acFlags & AC_ON) {
|
||||
CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderCyl.base);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user