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https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-26 11:22:17 -05:00
Add QoL sneak option (#2128)
* Added sneak option * fix french/german choices * market sneak uses cvar instead of n64dd; added toggle in gamebar * whoops * move enhancement from rando to regular * address feedback * accounted for entrance rando * damn it archez * added TODO about AI translated messages * fix variable names
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@ -24,6 +24,7 @@ typedef enum {
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TEXT_MEDIGORON = 0x304C,
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TEXT_CARPET_SALESMAN_1 = 0x6077,
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TEXT_CARPET_SALESMAN_2 = 0x6078,
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TEXT_MARKET_GUARD_NIGHT = 0x7003,
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TEXT_SCRUB_RANDOM = 0x9000,
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TEXT_SCRUB_RANDOM_FREE = 0x9001,
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TEXT_SHOP_ITEM_RANDOM = 0x9100,
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@ -367,6 +367,9 @@ namespace GameMenuBar {
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UIWidgets::PaddedEnhancementCheckbox("Skip Magic Arrow Equip Animation", "gSkipArrowAnimation", true, false);
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UIWidgets::PaddedEnhancementCheckbox("Skip save confirmation", "gSkipSaveConfirmation", true, false);
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UIWidgets::Tooltip("Skip the \"Game saved.\" confirmation screen");
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UIWidgets::PaddedEnhancementCheckbox("Exit Market at Night", "gMarketSneak", true, false);
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UIWidgets::Tooltip("Allows exiting Hyrule Castle Market Town to Hyrule Field at night by speaking "
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"to the guard next to the gate.");
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ImGui::EndMenu();
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}
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@ -2045,6 +2045,9 @@ extern "C" int CustomMessage_RetrieveIfExists(PlayState* play) {
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messageEntry = CustomMessageManager::Instance->RetrieveMessage(customMessageTableID, TEXT_HEART_PIECE);
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CustomMessageManager::ReplaceStringInMessage(messageEntry, "{{heartPieceCount}}", std::to_string(gSaveContext.sohStats.heartPieces + 1));
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}
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if (textId == TEXT_MARKET_GUARD_NIGHT && CVar_GetS32("gMarketSneak", 0) && play->sceneNum == SCENE_ENTRA_N) {
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messageEntry = CustomMessageManager::Instance->RetrieveMessage(customMessageTableID, TEXT_MARKET_GUARD_NIGHT);
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}
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if (messageEntry.textBoxType != -1) {
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font->charTexBuf[0] = (messageEntry.textBoxType << 4) | messageEntry.textBoxPos;
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switch (gSaveContext.language) {
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@ -144,4 +144,13 @@ extern "C" void OTRMessage_Init()
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"Vous obtenez un %rQuart de&Coeur%w! Vous en avez collecté&%r{{heartPieceCount}}%w en tout!"
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}
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);
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CustomMessageManager::Instance->CreateMessage(
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customMessageTableID, TEXT_MARKET_GUARD_NIGHT,
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{
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TEXTBOX_TYPE_BLACK, TEXTBOX_POS_BOTTOM,
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"You look bored. Wanna go out for a&walk?\x1B&%gYes&No%w",
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"Du siehst gelangweilt aus.&Willst du einen Spaziergang machen?\x1B&%gJa&Nein%w", //TODO: AI translated, replace with actual translation
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"Tu as l'air de t'ennuyer. Tu veux&aller faire une promenade?\x1B&%gOui&Non%w", //TODO: AI translated, replace with actual translation
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}
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);
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}
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@ -20,6 +20,7 @@ void func_80A56900(EnHeishi4* this, PlayState* play);
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void func_80A56994(EnHeishi4* this, PlayState* play);
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void func_80A56A50(EnHeishi4* this, PlayState* play);
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void func_80A56ACC(EnHeishi4* this, PlayState* play);
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void EnHeishi4_MarketSneak(EnHeishi4* this, PlayState* play);
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const ActorInit En_Heishi4_InitVars = {
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ACTOR_EN_HEISHI4,
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@ -331,13 +332,41 @@ void func_80A56B40(EnHeishi4* this, PlayState* play) {
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return;
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}
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if (this->type == HEISHI4_AT_MARKET_NIGHT) {
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this->actionFunc = func_80A56614;
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return;
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if (CVar_GetS32("gMarketSneak", 0)) {
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this->actionFunc = EnHeishi4_MarketSneak;
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} else {
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this->actionFunc = func_80A56614;
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return;
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}
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}
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}
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func_8002F2F4(&this->actor, play);
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}
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/*Function that allows child Link to exit from Market entrance to Hyrule Field
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at night.
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*/
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void EnHeishi4_MarketSneak(EnHeishi4* this, PlayState* play) {
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if (Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE && Message_ShouldAdvance(play)) {
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switch (play->msgCtx.choiceIndex) {
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case 0: //yes
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if (gSaveContext.n64ddFlag){
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play->nextEntranceIndex = Entrance_OverrideNextIndex(0xCD);
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} else {
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play->nextEntranceIndex = 0xCD;
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}
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play->sceneLoadFlag = 0x14;
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play->fadeTransition = 0x2E;
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gSaveContext.nextTransitionType = 0x2E;
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this->actionFunc = func_80A56614;
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break;
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case 1: //no
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this->actionFunc = func_80A56614;
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break;
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}
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}
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}
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void EnHeishi4_Update(Actor* thisx, PlayState* play) {
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EnHeishi4* this = (EnHeishi4*)thisx;
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s32 pad;
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