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Fixes bug with generating seed on the choose-quest screen. (#1892)
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@ -419,20 +419,7 @@ void DrawSeedHashSprites(FileChooseContext* this) {
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u8 generating;
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/**
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* Update the cursor and wait for the player to select a button to change menus accordingly.
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* If an empty file is selected, enter the name entry config mode.
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* If an occupied file is selected, enter the `Select` menu mode.
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* If copy, erase, or options is selected, set config mode accordingly.
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* Lastly, set any warning labels if appropriate.
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* Update function for `CM_MAIN_MENU`
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*/
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void FileChoose_UpdateMainMenu(GameState* thisx) {
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static u8 emptyName[] = { 0x3E, 0x3E, 0x3E, 0x3E, 0x3E, 0x3E, 0x3E, 0x3E };
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FileChooseContext* this = (FileChooseContext*)thisx;
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Input* input = &this->state.input[0];
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bool dpad = CVar_GetS32("gDpadText", 0);
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void FileChoose_UpdateRandomizer() {
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if (CVar_GetS32("gRandoGenerating", 0) != 0 && generating == 0) {
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generating = 1;
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func_800F5E18(SEQ_PLAYER_BGM_MAIN, NA_BGM_HORSE, 0, 7, 1);
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@ -451,15 +438,13 @@ void FileChoose_UpdateMainMenu(GameState* thisx) {
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fileSelectSpoilerFileLoaded = false;
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}
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if ((CVar_GetS32("gNewFileDropped", 0) != 0) ||
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(CVar_GetS32("gNewSeedGenerated", 0) != 0) ||
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if ((CVar_GetS32("gNewFileDropped", 0) != 0) || (CVar_GetS32("gNewSeedGenerated", 0) != 0) ||
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(!fileSelectSpoilerFileLoaded && SpoilerFileExists(CVar_GetString("gSpoilerLog", "")))) {
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if (CVar_GetS32("gNewFileDropped", 0) != 0) {
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CVar_SetString("gSpoilerLog", CVar_GetString("gDroppedFile", "None"));
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}
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bool silent = true;
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if ((CVar_GetS32("gNewFileDropped", 0) != 0) ||
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(CVar_GetS32("gNewSeedGenerated", 0) != 0)) {
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if ((CVar_GetS32("gNewFileDropped", 0) != 0) || (CVar_GetS32("gNewSeedGenerated", 0) != 0)) {
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silent = false;
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}
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CVar_SetS32("gNewSeedGenerated", 0);
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@ -475,6 +460,23 @@ void FileChoose_UpdateMainMenu(GameState* thisx) {
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Randomizer_LoadMasterQuestDungeons(fileLoc);
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fileSelectSpoilerFileLoaded = true;
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}
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}
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/**
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* Update the cursor and wait for the player to select a button to change menus accordingly.
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* If an empty file is selected, enter the name entry config mode.
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* If an occupied file is selected, enter the `Select` menu mode.
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* If copy, erase, or options is selected, set config mode accordingly.
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* Lastly, set any warning labels if appropriate.
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* Update function for `CM_MAIN_MENU`
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*/
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void FileChoose_UpdateMainMenu(GameState* thisx) {
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static u8 emptyName[] = { 0x3E, 0x3E, 0x3E, 0x3E, 0x3E, 0x3E, 0x3E, 0x3E };
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FileChooseContext* this = (FileChooseContext*)thisx;
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Input* input = &this->state.input[0];
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bool dpad = CVar_GetS32("gDpadText", 0);
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FileChoose_UpdateRandomizer();
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if (CHECK_BTN_ALL(input->press.button, BTN_START) || CHECK_BTN_ALL(input->press.button, BTN_A)) {
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if (this->buttonIndex <= FS_BTN_MAIN_FILE_3) {
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@ -656,6 +658,8 @@ void FileChoose_UpdateQuestMenu(GameState* thisx) {
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s8 i = 0;
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bool dpad = CVar_GetS32("gDpadText", 0);(dpad && CHECK_BTN_ANY(input->press.button, BTN_DDOWN | BTN_DUP));
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FileChoose_UpdateRandomizer();
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if (ABS(this->stickRelX) > 30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DLEFT | BTN_DRIGHT))) {
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if (this->stickRelX > 30 || (dpad && CHECK_BTN_ANY(input->press.button, BTN_DRIGHT))) {
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this->questType[this->buttonIndex] += 1;
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