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Add cheat: hookshot everything (#1874)
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@ -1358,6 +1358,8 @@ namespace GameMenuBar {
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UIWidgets::Tooltip("Allows you to walk through walls");
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UIWidgets::Tooltip("Allows you to walk through walls");
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UIWidgets::PaddedEnhancementCheckbox("Climb Everything", "gClimbEverything", true, false);
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UIWidgets::PaddedEnhancementCheckbox("Climb Everything", "gClimbEverything", true, false);
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UIWidgets::Tooltip("Makes every surface in the game climbable");
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UIWidgets::Tooltip("Makes every surface in the game climbable");
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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::PaddedEnhancementCheckbox("Moon Jump on L", "gMoonJumpOnL", true, 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::Tooltip("Holding L makes you float into the air");
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UIWidgets::PaddedEnhancementCheckbox("Super Tunic", "gSuperTunic", true, false);
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UIWidgets::PaddedEnhancementCheckbox("Super Tunic", "gSuperTunic", true, false);
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@ -4118,7 +4118,7 @@ u32 SurfaceType_GetEcho(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId)
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* SurfaceType Is Hookshot Surface
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* SurfaceType Is Hookshot Surface
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*/
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*/
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u32 SurfaceType_IsHookshotSurface(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
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u32 SurfaceType_IsHookshotSurface(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId) {
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return SurfaceType_GetData(colCtx, poly, bgId, 1) >> 17 & 1;
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return CVar_GetS32("gHookshotEverything", 0) || SurfaceType_GetData(colCtx, poly, bgId, 1) >> 17 & 1;
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}
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}
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/**
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/**
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