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Fix Lab Man actor breaking and the invisible UI glitch (#4599)
* fix Lab Man actor breaking and the invisible UI glitch * address review
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573d846cd7
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@ -51,6 +51,7 @@ extern "C" {
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#include "src/overlays/actors/ovl_Door_Gerudo/z_door_gerudo.h"
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#include "src/overlays/actors/ovl_En_Xc/z_en_xc.h"
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#include "src/overlays/actors/ovl_Fishing/z_fishing.h"
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#include "src/overlays/actors/ovl_En_Mk/z_en_mk.h"
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#include "adult_trade_shuffle.h"
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#include "draw.h"
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@ -60,6 +61,7 @@ extern void func_8084DFAC(PlayState* play, Player* player);
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extern void Player_SetupActionPreserveAnimMovement(PlayState* play, Player* player, PlayerActionFunc actionFunc, s32 flags);
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extern s32 Player_SetupWaitForPutAway(PlayState* play, Player* player, AfterPutAwayFunc func);
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extern void Play_InitEnvironment(PlayState * play, s16 skyboxId);
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extern void EnMk_Wait(EnMk* enMk, PlayState* play);
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}
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#define RAND_GET_OPTION(option) Rando::Context::GetInstance()->GetOption(option).GetContextOptionIndex()
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@ -860,7 +862,8 @@ void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_l
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// This is typically called when you close the text box after getting an item, in case a previous
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// function hid the interface.
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Interface_ChangeAlpha(gSaveContext.unk_13EE);
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gSaveContext.unk_13EA = 0;
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Interface_ChangeAlpha(0x32);
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// EnItem00_SetupAction(item00, func_8001E5C8);
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// *should = false;
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} else if (item00->actor.params == ITEM00_SOH_GIVE_ITEM_ENTRY_GI) {
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@ -1399,9 +1402,17 @@ void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_l
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}
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break;
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}
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case VB_TRADE_TIMER_EYEDROPS:{
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EnMk* enMk = va_arg(args, EnMk*);
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Flags_SetRandomizerInf(RAND_INF_ADULT_TRADES_LH_TRADE_FROG);
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enMk->actor.flags &= ~ACTOR_FLAG_WILL_TALK;
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enMk->actionFunc = EnMk_Wait;
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enMk->flags |= 1;
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*should = false;
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break;
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}
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case VB_FREEZE_ON_SKULL_TOKEN:
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case VB_TRADE_TIMER_ODD_MUSHROOM:
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case VB_TRADE_TIMER_EYEDROPS:
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case VB_TRADE_TIMER_FROG:
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case VB_ANJU_SET_OBTAINED_TRADE_ITEM:
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case VB_GIVE_ITEM_FROM_TARGET_IN_WOODS:
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@ -98,9 +98,8 @@ void func_80AACA40(EnMk* this, PlayState* play) {
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void func_80AACA94(EnMk* this, PlayState* play) {
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if (Actor_HasParent(&this->actor, play) != 0 || !GameInteractor_Should(VB_TRADE_FROG, true, this)) {
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this->actor.parent = NULL;
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this->actionFunc = func_80AACA40;
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Flags_SetRandomizerInf(RAND_INF_ADULT_TRADES_LH_TRADE_FROG);
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if (GameInteractor_Should(VB_TRADE_TIMER_EYEDROPS, true)) {
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if (GameInteractor_Should(VB_TRADE_TIMER_EYEDROPS, true, this)) {
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this->actionFunc = func_80AACA40;
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func_80088AA0(240);
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gSaveContext.eventInf[1] &= ~1;
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}
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