Force enhancement only if waterfall is Open in rando

This commit is contained in:
JordanLongstaff 2024-11-19 11:31:26 -05:00
parent 410131fb19
commit caaea548ac

View File

@ -796,13 +796,17 @@ void DrawEnhancementsMenu() {
UIWidgets::PaddedEnhancementCheckbox("Pause Warp", CVAR_ENHANCEMENT("PauseWarp"), true, false);
UIWidgets::Tooltip("Selection of warp song in pause menu initiates warp. Disables song playback.");
bool forceSleepingWaterfallEnhancement =
IS_RANDO && OTRGlobals::Instance->gRandomizer->GetRandoSettingValue(RSK_SLEEPING_WATERFALL) ==
RO_WATERFALL_OPEN;
uint8_t forceSleepingWaterfallValue =
OTRGlobals::Instance->gRandomizer->GetRandoSettingValue(RSK_SLEEPING_WATERFALL) + 1;
static const char* forceSleepingWaterfallText =
"This setting is forcefully enabled because you are playing a randomizer.";
"This setting is forcefully enabled because a randomizer savefile with \"Sleeping Waterfall: Open\" is loaded.";
UIWidgets::PaddedText("Play Zelda's Lullaby to open Sleeping Waterfall", true, false);
UIWidgets::EnhancementCombobox(CVAR_ENHANCEMENT("TimeSavers.SleepingWaterfall"),
sleepingWaterfallOptions, 0, IS_RANDO, forceSleepingWaterfallText, forceSleepingWaterfallValue);
sleepingWaterfallOptions, 0, forceSleepingWaterfallEnhancement,
forceSleepingWaterfallText, forceSleepingWaterfallValue);
UIWidgets::Tooltip(
"Always: Link must always play Zelda's Lullaby to open "
"the waterfall entrance to Zora's Domain.\n"