Write and read prices from spoiler, move IdentifyScrub up to Randomizer
In a semi working state
Fix bug when going from c to cpp
Kill scrubs before they spawn if already purchased
Woopsie from rebase
Update soh/soh/OTRGlobals.cpp
Also makes all the necessary changes to other code that was still
using them indirectly through the GI to GID map that was removed.
There's quite a lot of changes here and I haven't had time to test them
yet.
* Automatically save after every scene transition
* Refactor and don't save in grottos
* Don't save in cutscenes
* Save after getting items as well
* Fix paren
* This should fix (all?) 60fps interpolation issues left.
Resolves#631#917
* Update z_fishing.c
* Re-adds Emil's interpolation in certain places.
* move open/close disps out of if statments checking timer based vars, revert fishing to use recordopen/closed child
* move disps out of ifs for morpha
* use recordopen/recordclose for volv
* recordopen/recordclose for ganondorf
* switch back to recordopen/recordclose for ganondorf floor
* Frame interpolation now uses a 64bit parameter rather than 32.
* More 60fps fixes
* Fix close child typo
* add todo calls to recordopen/recordclose
* fix build
* revert long long frame interpolation
* add some epochs
* add more epochs
* bongo epochs
* the rest of the epochs
* fix the typo fix the build
* interpolation fixes pr cleanup
* init/cleanup bongo epochs
* bongo hand trails
* Fixes niw feathers
* Fixes bongo bongo hands, and replaces epoch * i with epoch + i
* don't update epochs
Co-authored-by: briaguya <briaguya@alice>
* Prevents LACS flag from getting set when it shouldn't be.
* Fixes Prelude and LACS checks so they apply immediately if missed.
* Refactors the scene-flag-setting code into its own function.
* Renames new enums and props to be clearer and not specific to scene flags.
* Refactors pendingFlag data into a separate struct.
* Use tex sizes from texture rather than hardcoded values
* Dynamic do action tex sizes
* Remove unused minimap texture keys
* Restore MESSAGE_STATIC_TEX_SIZE
* Use dynamic offsets
* MACRO it up
* Enable SPDLOG in Xcode
* Handle non-existent texture