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Implement skipping cutscenes for common items
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9bdfb56652
commit
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@ -2142,6 +2142,14 @@ void DrawRandomizerMenu() {
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disableKeyColors = false;
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disableKeyColors = false;
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}
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}
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UIWidgets::PaddedEnhancementCheckbox(
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"Skip Common Item Cutscenes", CVAR_RANDOMIZER_ENHANCEMENT("SkipCommonItemCutscenes"), true, false,
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false, "", UIWidgets::CheckboxGraphics::Cross, true);
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UIWidgets::Tooltip(
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"Skips the animation of Link obtaining common items. \n\n"
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"Items include: Green Rupee, Blue Rupee, Hearts refills, Ammo refills, Magic refills."
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);
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static const char* disableKeyColorsText =
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static const char* disableKeyColorsText =
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"This setting is disabled because a savefile is loaded without any key\n"
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"This setting is disabled because a savefile is loaded without any key\n"
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"shuffle settings set to \"Any Dungeon\", \"Overworld\" or \"Anywhere\"";
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"shuffle settings set to \"Any Dungeon\", \"Overworld\" or \"Anywhere\"";
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@ -6812,6 +6812,13 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
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interactedActor->id == ACTOR_EN_KAREBABA ||
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interactedActor->id == ACTOR_EN_KAREBABA ||
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interactedActor->id == ACTOR_EN_DEKUBABA;
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interactedActor->id == ACTOR_EN_DEKUBABA;
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// Automatically skip the pickup messages for very frequent items.
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uint8_t isCommonItemToSkip = CVarGetInteger(CVAR_RANDOMIZER_ENHANCEMENT("SkipCommonItemCutscenes"), true) && giEntry.modIndex == MOD_NONE &&
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((giEntry.itemId >= ITEM_RUPEE_GREEN && giEntry.itemId <= ITEM_RUPEE_BLUE) ||
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giEntry.itemId == ITEM_HEART ||
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(giEntry.itemId >= ITEM_NUTS_5 && giEntry.itemId <= ITEM_SEEDS_30) ||
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giEntry.itemId == ITEM_MAGIC_SMALL || giEntry.itemId == ITEM_MAGIC_LARGE);
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// Skip cutscenes from picking up consumables with "Fast Pickup Text" enabled, even when the player never picked it up before.
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// Skip cutscenes from picking up consumables with "Fast Pickup Text" enabled, even when the player never picked it up before.
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// But only for bushes/rocks/enemies because otherwise it can lead to softlocks in deku mask theatre and potentially other places.
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// But only for bushes/rocks/enemies because otherwise it can lead to softlocks in deku mask theatre and potentially other places.
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uint8_t skipItemCutscene = CVarGetInteger(CVAR_ENHANCEMENT("FastDrops"), 0) && isDropToSkip;
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uint8_t skipItemCutscene = CVarGetInteger(CVAR_ENHANCEMENT("FastDrops"), 0) && isDropToSkip;
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@ -6822,7 +6829,7 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
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uint8_t skipItemCutsceneRando = IS_RANDO && Item_CheckObtainability(giEntry.itemId) != ITEM_NONE && isDropToSkip;
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uint8_t skipItemCutsceneRando = IS_RANDO && Item_CheckObtainability(giEntry.itemId) != ITEM_NONE && isDropToSkip;
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// Show cutscene when picking up a item.
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// Show cutscene when picking up a item.
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if (showItemCutscene && !skipItemCutscene && !skipItemCutsceneRando) {
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if (showItemCutscene && !skipItemCutscene && !skipItemCutsceneRando && !isCommonItemToSkip) {
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Player_DetachHeldActor(play, this);
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Player_DetachHeldActor(play, this);
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func_8083AE40(this, giEntry.objectId);
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func_8083AE40(this, giEntry.objectId);
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