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Allow Equipment Toggle
Allow player to toggle equipment on/off on the equipment subscreen. For tunics and boots, this will revert them to Kokiri Tunic/Kokiri Boots. For shields, it will un-equip the shield entirely. For swords, only BGS/Giant's Knife is affected, and it will revert to Master Sword.
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@ -503,12 +503,48 @@ void KaleidoScope_DrawEquipment(GlobalContext* globalCtx) {
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(gEquipAgeReqs[pauseCtx->cursorY[PAUSE_EQUIP]][pauseCtx->cursorX[PAUSE_EQUIP]] ==
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((void)0, gSaveContext.linkAge))) {
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if (CHECK_BTN_ALL(input->press.button, BTN_A)) {
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// Allow Link to remove his equipment from the equipment subscreen by toggling on/off
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// Shields will be un-equipped entirely, and tunics/boots will revert to Kokiri Tunic/Kokiri Boots
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// Only BGS/Giant's Knife is affected, and it will revert to Master Sword.
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// If we have the feature toggled on
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if (CVar_GetS32("gEquipmentCanBeRemoved", 0)) {
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// If we're on the "swords" section of the equipment screen AND we're on a currently-equipped BGS/Giant's Knife
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if (pauseCtx->cursorY[PAUSE_EQUIP] == 0 && pauseCtx->cursorX[PAUSE_EQUIP] == 3 && CUR_EQUIP_VALUE(EQUIP_SWORD) == 3) {
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Inventory_ChangeEquipment(EQUIP_SWORD, 2); // "Unequip" it by equipping Master Sword
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
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gSaveContext.infTable[29] = 0;
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goto RESUME_EQUIPMENT_SWORD; // Skip to here so we don't re-equip it
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}
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// If we're on the "shields" section of the equipment screen AND we're on a currently-equipped shield
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if (pauseCtx->cursorY[PAUSE_EQUIP] == 1 && pauseCtx->cursorX[PAUSE_EQUIP] == CUR_EQUIP_VALUE(EQUIP_SHIELD)) {
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Inventory_ChangeEquipment(EQUIP_SHIELD, 0); // Unequip it
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goto RESUME_EQUIPMENT; // Skip to here so we don't re-equip it
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}
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// If we're on the "tunics" section of the equipment screen AND we're on a currently-equipped tunic
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if (pauseCtx->cursorY[PAUSE_EQUIP] == 2 && pauseCtx->cursorX[PAUSE_EQUIP] == CUR_EQUIP_VALUE(EQUIP_TUNIC)) {
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Inventory_ChangeEquipment(EQUIP_TUNIC, 1); // "Unequip" it (by equipping Kokiri Tunic)
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goto RESUME_EQUIPMENT; // Skip to here so we don't re-equip it
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}
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// If we're on the "boots" section of the equipment screen AND we're on currently-equipped boots
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if (pauseCtx->cursorY[PAUSE_EQUIP] == 3 && pauseCtx->cursorX[PAUSE_EQUIP] == CUR_EQUIP_VALUE(EQUIP_BOOTS)) {
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Inventory_ChangeEquipment(EQUIP_BOOTS, 1); // "Unequip" it (by equipping Kokiri Boots)
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goto RESUME_EQUIPMENT; // Skip to here so we don't re-equip it
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}
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}
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if (CHECK_OWNED_EQUIP(pauseCtx->cursorY[PAUSE_EQUIP], pauseCtx->cursorX[PAUSE_EQUIP] - 1)) {
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Inventory_ChangeEquipment(pauseCtx->cursorY[PAUSE_EQUIP], pauseCtx->cursorX[PAUSE_EQUIP]);
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} else {
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goto EQUIP_FAIL;
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}
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RESUME_EQUIPMENT:
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if (pauseCtx->cursorY[PAUSE_EQUIP] == 0) {
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gSaveContext.infTable[29] = 0;
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gSaveContext.equips.buttonItems[0] = cursorItem;
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@ -525,7 +561,7 @@ void KaleidoScope_DrawEquipment(GlobalContext* globalCtx) {
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KNIFE;
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}
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}
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RESUME_EQUIPMENT_SWORD:
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Interface_LoadItemIcon1(globalCtx, 0);
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}
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