From f563ac733fe5660f9e53af1f74688b6e49bde95b Mon Sep 17 00:00:00 2001 From: aMannus Date: Tue, 4 Oct 2022 18:52:39 +0200 Subject: [PATCH] Fix skipping "get item" cutscene logic --- .../actors/ovl_player_actor/z_player.c | 29 +++++++++---------- 1 file changed, 14 insertions(+), 15 deletions(-) diff --git a/soh/src/overlays/actors/ovl_player_actor/z_player.c b/soh/src/overlays/actors/ovl_player_actor/z_player.c index d07384be3..d796749a5 100644 --- a/soh/src/overlays/actors/ovl_player_actor/z_player.c +++ b/soh/src/overlays/actors/ovl_player_actor/z_player.c @@ -6246,23 +6246,21 @@ s32 func_8083E5A8(Player* this, GlobalContext* globalCtx) { } } - s32 drop = giEntry.objectId; + // Skip cutscenes from picking up items when they come from bushes/rocks/etc, but nowhere else. + uint8_t skipItemCutscene = CVar_GetS32("gFastDrops", 0) && interactedActor->id == ACTOR_EN_ITEM00 && + interactedActor->params != 6 && interactedActor->params != 17; - if (gSaveContext.n64ddFlag || (globalCtx->sceneNum == SCENE_BOWLING) || - !(CVar_GetS32("gFastDrops", 0) && - ((drop == OBJECT_GI_BOMB_1) || (drop == OBJECT_GI_NUTS) || (drop == OBJECT_GI_STICK) || - (drop == OBJECT_GI_SEED) || (drop == OBJECT_GI_MAGICPOT) || (drop == OBJECT_GI_ARROW))) && - (Item_CheckObtainability(giEntry.itemId) == ITEM_NONE)) { + // Same as above but for rando. We need this specifically for rando because we need to be enable the cutscenes everywhere else in the game + // because the items are randomized and thus it's important to show the get item animation. + uint8_t skipItemCutsceneRando = gSaveContext.n64ddFlag && + Item_CheckObtainability(giEntry.itemId) != ITEM_NONE && + interactedActor->id == ACTOR_EN_ITEM00 && + interactedActor->params != 6 && interactedActor->params != 17; - if (gSaveContext.n64ddFlag && - ((interactedActor->id == ACTOR_EN_ITEM00 && - (interactedActor->params != 6 && interactedActor->params != 17)) || - (interactedActor->id == ACTOR_EN_KAREBABA || interactedActor->id == ACTOR_EN_DEKUBABA))) { - func_8083E4C4(globalCtx, this, &giEntry); - this->getItemId = GI_NONE; - this->getItemEntry = (GetItemEntry)GET_ITEM_NONE; - return 0; - } + // Show cutscene when picking up a item that the player doesn't own yet. + // We want to ALWAYS show "get item animations" for items when they're randomized to account for + // randomized freestanding items etc, but we still don't want to show it every time you pick up a consumable from a pot/bush etc. + if ((globalCtx->sceneNum == SCENE_BOWLING || Item_CheckObtainability(giEntry.itemId) == ITEM_NONE || gSaveContext.n64ddFlag) && !skipItemCutscene && !skipItemCutsceneRando) { func_808323B4(globalCtx, this); func_8083AE40(this, giEntry.objectId); @@ -6278,6 +6276,7 @@ s32 func_8083E5A8(Player* this, GlobalContext* globalCtx) { return 1; } + // Don't show cutscene when picking up an item func_8083E4C4(globalCtx, this, &giEntry); this->getItemId = GI_NONE; this->getItemEntry = (GetItemEntry)GET_ITEM_NONE;