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https://github.com/HarbourMasters/Shipwright.git
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Add glitch practice cheats (#2570)
* Add fish don't despawn cheat * Add bugs don't despawn cheat * Add bomb timer multiplier cheat * Only do float logic when multiplier isn't 1 * Move don't despawn cheats and fix capitalization * Fix LUS commit change * Re-add the bomb timer multiplier slider * Add cvars to cheatCvars
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@ -262,6 +262,9 @@ const std::vector<const char*> cheatCvars = {
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"gSwitchAge",
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"gSwitchTimeline",
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"gNoRedeadFreeze",
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"gBombTimerMultiplier",
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"gNoFishDespawn",
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"gNoBugsDespawn"
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};
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const std::vector<const char*> randomizerCvars = {
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@ -1170,6 +1170,7 @@ void DrawCheatsMenu() {
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UIWidgets::PaddedEnhancementCheckbox("Hookshot Everything", "gHookshotEverything", true, false);
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UIWidgets::Tooltip("Makes every surface in the game hookshot-able");
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UIWidgets::EnhancementSliderFloat("Hookshot Reach Multiplier: %.1fx", "##gCheatHookshotReachMultiplier", "gCheatHookshotReachMultiplier", 1.0f, 5.0f, "", 1.0f, false);
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UIWidgets::EnhancementSliderFloat("Bomb Timer Multiplier: %.1fx", "##gBombTimerMultiplier", "gBombTimerMultiplier", 0.1f, 5.0f, "", 1.0f, false);
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UIWidgets::PaddedEnhancementCheckbox("Moon Jump on L", "gMoonJumpOnL", true, false);
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UIWidgets::Tooltip("Holding L makes you float into the air");
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UIWidgets::PaddedEnhancementCheckbox("Super Tunic", "gSuperTunic", true, false);
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@ -1189,6 +1190,10 @@ void DrawCheatsMenu() {
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UIWidgets::Tooltip("Freezes the time of day");
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UIWidgets::PaddedEnhancementCheckbox("Drops Don't Despawn", "gDropsDontDie", true, false);
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UIWidgets::Tooltip("Drops from enemies, grass, etc. don't disappear after a set amount of time");
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UIWidgets::PaddedEnhancementCheckbox("Fish Don't despawn", "gNoFishDespawn", true, false);
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UIWidgets::Tooltip("Prevents fish from automatically despawning after a while when dropped");
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UIWidgets::PaddedEnhancementCheckbox("Bugs Don't despawn", "gNoBugsDespawn", true, false);
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UIWidgets::Tooltip("Prevents bugs from automatically despawning after a while when dropped");
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UIWidgets::PaddedEnhancementCheckbox("Fireproof Deku Shield", "gFireproofDekuShield", true, false);
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UIWidgets::Tooltip("Prevents the Deku Shield from burning on contact with fire");
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UIWidgets::PaddedEnhancementCheckbox("Shield with Two-Handed Weapons", "gShieldTwoHanded", true, false);
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@ -98,6 +98,7 @@ void EnBom_Init(Actor* thisx, PlayState* play) {
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thisx->colChkInfo.mass = 200;
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thisx->colChkInfo.cylRadius = 5;
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thisx->colChkInfo.cylHeight = 10;
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if (!GameInteractor_GetRandomBombFuseTimerActive()) {
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this->timer = 70;
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} else {
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@ -108,6 +109,16 @@ void EnBom_Init(Actor* thisx, PlayState* play) {
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Audio_PlayActorSound2(thisx, NA_SE_PL_TAKE_OUT_SHIELD);
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Actor_SetScale(thisx, 0.01f);
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}
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if (CVarGetFloat("gBombTimerMultiplier", 1.0f) != 1.0f) {
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this->timer = (s32)(70 * CVarGetFloat("gBombTimerMultiplier", 1.0f));
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// Do the sound and scale immediately if GameInteractor hasn't already.
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if (!GameInteractor_GetRandomBombFuseTimerActive()) {
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Audio_PlayActorSound2(thisx, NA_SE_PL_TAKE_OUT_SHIELD);
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Actor_SetScale(thisx, 0.01f);
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}
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}
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this->flashSpeedScale = 7;
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Collider_InitCylinder(play, &this->bombCollider);
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Collider_InitJntSph(play, &this->explosionCollider);
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@ -255,8 +266,8 @@ void EnBom_Update(Actor* thisx, PlayState* play2) {
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this->timer--;
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}
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// With random bomb fuse timer, sound effect and scaling is already done on init.
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if (this->timer == 67 && !GameInteractor_GetRandomBombFuseTimerActive()) {
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// With random bomb fuse timer or gBombTimerMultiplier, sound effect and scaling is already done on init.
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if (this->timer == 67 && !GameInteractor_GetRandomBombFuseTimerActive() && CVarGetFloat("gBombTimerMultiplier", 1.0f) != 1.0f) {
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Audio_PlayActorSound2(thisx, NA_SE_PL_TAKE_OUT_SHIELD);
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Actor_SetScale(thisx, 0.01f);
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}
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@ -270,7 +281,8 @@ void EnBom_Update(Actor* thisx, PlayState* play2) {
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Actor_UpdateBgCheckInfo(play, thisx, 5.0f, 10.0f, 15.0f, 0x1F);
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if (thisx->params == BOMB_BODY) {
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if (this->timer < 63) {
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float timerMultiplier = CVarGetFloat("gBombTimerMultiplier", 1.0f);
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if (this->timer < (timerMultiplier == 1.0f ? 63 : (s32)(70 * timerMultiplier - 7))) {
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dustAccel.y = 0.2f;
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// spawn spark effect on even frames
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@ -679,7 +679,7 @@ void EnFish_UpdateCutscene(EnFish* this, PlayState* play) {
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// Update functions and Draw
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void EnFish_OrdinaryUpdate(EnFish* this, PlayState* play) {
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if (this->timer > 0) {
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if (this->timer > 0 && CVarGetInteger("gNoFishDespawn", 0) == 0) {
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this->timer--;
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}
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@ -394,6 +394,9 @@ void func_80A7CAD0(EnInsect* this, PlayState* play) {
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}
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void func_80A7CBC8(EnInsect* this) {
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if (CVarGetInteger("gNoBugsDespawn", 0) != 0) {
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return;
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}
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this->unk_31A = 60;
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func_80A7BF58(this);
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this->skelAnime.playSpeed = 1.9f;
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