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Fix: Prevent patching custom models (#3367)
* fix prevent patching custom models * prevent patching chests textures for custom chest models * add tooltip for cosmetic editor about custom models * chest texture handling for alt toggles
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@ -1767,6 +1767,10 @@ void CosmeticsEditorWindow::DrawElement() {
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ImGui::SameLine();
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UIWidgets::EnhancementCombobox("gCosmetics.DefaultColorScheme", colorSchemes, COLORSCHEME_N64);
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UIWidgets::EnhancementCheckbox("Advanced Mode", "gCosmetics.AdvancedMode");
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UIWidgets::InsertHelpHoverText(
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"Some cosmetic options may not apply if you have any mods that provide custom models for the cosmetic option.\n\n"
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"For example, if you have custom Link model, then the Link's Hair color option will most likely not apply."
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);
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if (CVarGetInteger("gCosmetics.AdvancedMode", 0)) {
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if (ImGui::Button("Lock All Advanced", ImVec2(ImGui::GetContentRegionAvail().x / 2, 30.0f))) {
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for (auto& [id, cosmeticOption] : cosmeticOptions) {
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@ -1569,6 +1569,11 @@ extern "C" Gfx* ResourceMgr_LoadGfxByName(const char* path)
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return (Gfx*)&res->Instructions[0];
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}
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extern "C" uint8_t ResourceMgr_FileIsCustomByName(const char* path) {
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auto res = std::static_pointer_cast<LUS::DisplayList>(GetResourceByNameHandlingMQ(path));
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return res->GetInitData()->IsCustom;
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}
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typedef struct {
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int index;
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Gfx instruction;
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@ -1600,6 +1605,11 @@ extern "C" void ResourceMgr_PatchGfxByName(const char* path, const char* patchNa
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// index /= 2;
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// }
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// Do not patch custom assets as they most likely do not have the same instructions as authentic assets
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if (res->GetInitData()->IsCustom) {
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return;
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}
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Gfx* gfx = (Gfx*)&res->Instructions[index];
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if (!originalGfx.contains(path) || !originalGfx[path].contains(patchName)) {
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@ -1616,6 +1626,11 @@ extern "C" void ResourceMgr_PatchGfxCopyCommandByName(const char* path, const ch
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auto res = std::static_pointer_cast<LUS::DisplayList>(
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LUS::Context::GetInstance()->GetResourceManager()->LoadResource(path));
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// Do not patch custom assets as they most likely do not have the same instructions as authentic assets
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if (res->GetInitData()->IsCustom) {
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return;
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}
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Gfx* destinationGfx = (Gfx*)&res->Instructions[destinationIndex];
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Gfx sourceGfx = res->Instructions[sourceIndex];
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@ -101,6 +101,7 @@ AnimationHeaderCommon* ResourceMgr_LoadAnimByName(const char* path);
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char* ResourceMgr_GetNameByCRC(uint64_t crc, char* alloc);
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Gfx* ResourceMgr_LoadGfxByCRC(uint64_t crc);
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Gfx* ResourceMgr_LoadGfxByName(const char* path);
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uint8_t ResourceMgr_FileIsCustomByName(const char* path);
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void ResourceMgr_PatchGfxByName(const char* path, const char* patchName, int index, Gfx instruction);
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void ResourceMgr_UnpatchGfxByName(const char* path, const char* patchName);
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char* ResourceMgr_LoadArrayByNameAsVec3s(const char* path);
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@ -532,6 +532,8 @@ void DrawEnhancementsMenu() {
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" - Small keys: Small silver chest\n"
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" - Boss keys: Vanilla size and texture\n"
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" - Skulltula Tokens: Small skulltula chest\n"
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"\n"
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"NOTE: Textures will not apply if you are using a mod pack with a custom chest model."
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);
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if (CVarGetInteger("gChestSizeAndTextureMatchesContents", CSMC_DISABLED) != CSMC_DISABLED) {
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UIWidgets::PaddedEnhancementCheckbox("Chests of Agony", "gChestSizeDependsStoneOfAgony", true, false);
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@ -88,6 +88,7 @@ Gfx gKeyTreasureChestChestFrontDL[128] = {0};
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Gfx gChristmasRedTreasureChestChestFrontDL[128] = {0};
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Gfx gChristmasGreenTreasureChestChestFrontDL[128] = {0};
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u8 hasCreatedRandoChestTextures = 0;
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u8 hasCustomChestDLs = 0;
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u8 hasChristmasChestTexturesAvailable = 0;
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void EnBox_SetupAction(EnBox* this, EnBoxActionFunc actionFunc) {
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@ -690,7 +691,7 @@ void EnBox_UpdateSizeAndTexture(EnBox* this, PlayState* play) {
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}
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// Change texture
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if (!isVanilla && (csmc == CSMC_BOTH || csmc == CSMC_TEXTURE)) {
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if (!isVanilla && hasCreatedRandoChestTextures && !hasCustomChestDLs && (csmc == CSMC_BOTH || csmc == CSMC_TEXTURE)) {
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switch (getItemCategory) {
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case ITEM_CATEGORY_MAJOR:
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this->boxBodyDL = gGoldTreasureChestChestFrontDL;
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@ -725,7 +726,7 @@ void EnBox_UpdateSizeAndTexture(EnBox* this, PlayState* play) {
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}
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}
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if (CVarGetInteger("gLetItSnow", 0) && hasChristmasChestTexturesAvailable) {
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if (CVarGetInteger("gLetItSnow", 0) && hasChristmasChestTexturesAvailable && hasCreatedRandoChestTextures && !hasCustomChestDLs) {
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if (this->dyna.actor.scale.x == 0.01f) {
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this->boxBodyDL = gChristmasRedTreasureChestChestFrontDL;
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this->boxLidDL = gChristmasRedTreasureChestChestSideAndLidDL;
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@ -767,7 +768,18 @@ void EnBox_UpdateSizeAndTexture(EnBox* this, PlayState* play) {
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}
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void EnBox_CreateExtraChestTextures() {
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// Don't patch textures for custom chest models, as they do not import textures the exact same way as vanilla chests
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// OTRTODO: Make it so model packs can provide a unique DL per chest type, instead of us copying the brown chest and attempting to patch
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if (ResourceMgr_FileIsCustomByName(gTreasureChestChestFrontDL) ||
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ResourceMgr_FileIsCustomByName(gTreasureChestChestSideAndLidDL)) {
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hasCustomChestDLs = 1;
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return;
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}
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hasCustomChestDLs = 0;
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if (hasCreatedRandoChestTextures) return;
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Gfx gTreasureChestChestTextures[] = {
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gSkullTreasureChestFrontTex),
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gSkullTreasureChestSideAndTopTex),
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