Fix magic being zeroed out when using fast file select (#3389)

* Move to frame counter init to a place that fast file select also touches

* Undo removing old fix

* Reset on gameover
This commit is contained in:
Josh Bodner 2023-11-14 14:08:45 -08:00 committed by GitHub
parent ba987c49e2
commit fb45b66903
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 10 additions and 0 deletions

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@ -207,6 +207,7 @@ static bool ResetHandler(std::shared_ptr<LUS::Console> Console, std::vector<std:
return 1;
}
gPlayState->gameplayFrames = 0;
SET_NEXT_GAMESTATE(&gPlayState->state, TitleSetup_Init, GameState);
gPlayState->state.running = false;
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnExitGame>(gSaveContext.fileNum);

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@ -33,6 +33,7 @@ u64 D_801614D0[0xA00];
#endif
PlayState* gPlayState;
s16 firstInit = 0;
s16 gEnPartnerId;
@ -490,6 +491,12 @@ void Play_Init(GameState* thisx) {
}
}
// Properly initialize the frame counter so it doesn't use garbage data
if (!firstInit) {
play->gameplayFrames = 0;
firstInit = 1;
}
// Invalid entrance, so immediately exit the game to opening title
if (gSaveContext.entranceIndex == -1) {
gSaveContext.entranceIndex = 0;

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@ -4290,6 +4290,8 @@ void KaleidoScope_Update(PlayState* play)
if (IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES)) {
Grotto_ForceGrottoReturn();
}
// Reset frame counter to prevent autosave on respawn
play->gameplayFrames = 0;
gSaveContext.nextTransitionType = 2;
gSaveContext.health = CVarGetInteger("gFullHealthSpawn", 0) ? gSaveContext.healthCapacity : 0x30;
Audio_QueueSeqCmd(0xF << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0xA);