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Restore Gold skulltula CS from the "0.9" version (#1217)
* GS CS * add to defaults
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@ -1501,6 +1501,7 @@ namespace SohImGui {
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Tooltip("Restores N64 Weird Frames allowing weirdshots to behave the same as N64");
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PaddedEnhancementCheckbox("Bombchus out of bounds", "gBombchusOOB", true, false);
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Tooltip("Allows bombchus to explode out of bounds\nSimilar to GameCube and Wii VC");
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PaddedEnhancementCheckbox("Restore old Gold Skulltula cutscene", "gGsCutscene", true, false);
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ImGui::EndMenu();
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}
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@ -2266,6 +2267,7 @@ namespace SohImGui {
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// Bombchus out of bounds
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CVar_SetS32("gBombchusOOB", 0);
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CVar_SetS32("gGsCutscene", 0);
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// Autosave
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CVar_SetS32("gAutosave", 0);
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}
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@ -356,7 +356,7 @@ typedef struct {
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/* 0x00 */ s32 active;
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/* 0x04 */ Vec3f tip;
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/* 0x10 */ Vec3f base;
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} WeaponInfo; // size = 0x1C\
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} WeaponInfo; // size = 0x1C
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typedef enum {
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FLAG_NONE,
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@ -331,6 +331,9 @@ s32 func_80B0C9F0(EnSw* this, GlobalContext* globalCtx) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STALTU_DAMAGE);
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return true;
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}
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if(CVar_GetS32("gGsCutscene", 0)) {
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OnePointCutscene_Init(globalCtx, 2200, 90, &this->actor, MAIN_CAM);
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}
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Enemy_StartFinishingBlow(globalCtx, &this->actor);
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if (((this->actor.params & 0xE000) >> 0xD) != 0) {
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this->skelAnime.playSpeed = 8.0f;
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