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https://github.com/HarbourMasters/2ship2harkinian.git
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Rename save delay and always spawn at clock town for pause saves (#456)
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@ -409,9 +409,13 @@ void DrawEnhancementsMenu() {
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{ .tooltip = "Playing the Song Of Time will not reset the Sword back to Kokiri Sword." });
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{ .tooltip = "Playing the Song Of Time will not reset the Sword back to Kokiri Sword." });
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UIWidgets::CVarCheckbox("Do not reset Rupees", "gEnhancements.Cycle.DoNotResetRupees",
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UIWidgets::CVarCheckbox("Do not reset Rupees", "gEnhancements.Cycle.DoNotResetRupees",
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{ .tooltip = "Playing the Song Of Time will not reset the your rupees." });
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{ .tooltip = "Playing the Song Of Time will not reset the your rupees." });
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UIWidgets::CVarSliderInt("Save Delay", "gEnhancements.Save.SaveDelay", 0, 5, 0,
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ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 0, 255));
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{ .tooltip = "Sets the delay between pressing save and the save being marked as "
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ImGui::SeparatorText("Unstable");
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"complete. Original game was 2." });
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ImGui::PopStyleColor();
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UIWidgets::CVarCheckbox(
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"Disable Save Delay", "gEnhancements.Save.DisableSaveDelay",
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{ .tooltip = "Removes the arbitrary 2 second timer for saving from the original game. This is known to "
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"cause issues when attempting the 0th Day Glitch" });
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ImGui::EndMenu();
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ImGui::EndMenu();
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}
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}
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@ -1996,9 +1996,8 @@ void Sram_UpdateWriteToFlashDefault(SramContext* sramCtx) {
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}
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}
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}
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}
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} else if (OSTIME_TO_TIMER(osGetTime() - sramCtx->startWriteOsTime) >=
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} else if (OSTIME_TO_TIMER(osGetTime() - sramCtx->startWriteOsTime) >=
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SECONDS_TO_TIMER(CVarGetInteger(
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SECONDS_TO_TIMER(CVarGetInteger("gEnhancements.Save.DisableSaveDelay", 0) ? 0 : 2)) {
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"gEnhancements.Save.SaveDelay",
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// 2S2H [Port] Some tricks require a save delay so we can't just force it to zero
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0))) { // 2S2H [Port] Some tricks require a save delay so we can't just force it to zero
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// Finished status is hardcoded to 2 seconds instead of when the task finishes
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// Finished status is hardcoded to 2 seconds instead of when the task finishes
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sramCtx->status = 0;
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sramCtx->status = 0;
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}
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}
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@ -2037,9 +2036,8 @@ void Sram_UpdateWriteToFlashOwlSave(SramContext* sramCtx) {
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}
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}
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}
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}
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} else if (OSTIME_TO_TIMER(osGetTime() - sramCtx->startWriteOsTime) >=
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} else if (OSTIME_TO_TIMER(osGetTime() - sramCtx->startWriteOsTime) >=
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SECONDS_TO_TIMER(CVarGetInteger(
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SECONDS_TO_TIMER(CVarGetInteger("gEnhancements.Save.DisableSaveDelay", 0) ? 0 : 2)) {
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"gEnhancements.Save.SaveDelay",
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// 2S2H [Port] Some tricks require a save delay so we can't just force it to zero
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0))) { // 2S2H [Port] Some tricks require a save delay so we can't just force it to zero
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// Finished status is hardcoded to 2 seconds instead of when the task finishes
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// Finished status is hardcoded to 2 seconds instead of when the task finishes
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sramCtx->status = 0;
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sramCtx->status = 0;
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memset(sramCtx->saveBuf, 0, SAVE_BUFFER_SIZE);
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memset(sramCtx->saveBuf, 0, SAVE_BUFFER_SIZE);
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@ -3515,7 +3515,10 @@ void KaleidoScope_Update(PlayState* play) {
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Audio_PlaySfx(NA_SE_SY_PIECE_OF_HEART);
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Audio_PlaySfx(NA_SE_SY_PIECE_OF_HEART);
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if (CVarGetInteger("gEnhancements.Kaleido.PauseSave", 0)) {
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if (CVarGetInteger("gEnhancements.Kaleido.PauseSave", 0)) {
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gSaveContext.save.isOwlSave = true;
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gSaveContext.save.isOwlSave = true;
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gSaveContext.save.shipSaveInfo.pauseSaveEntrance = gSaveContext.save.entrance;
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// 2S2H [Enhancement] Eventually we might allow them to load from their last entrance,
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// but we need to first identify and fix edge cases where that doesn't work properly
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// like grottos and cutscenes
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gSaveContext.save.shipSaveInfo.pauseSaveEntrance = ENTRANCE(SOUTH_CLOCK_TOWN, 0);
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}
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}
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Play_SaveCycleSceneFlags(&play->state);
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Play_SaveCycleSceneFlags(&play->state);
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gSaveContext.save.saveInfo.playerData.savedSceneId = play->sceneId;
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gSaveContext.save.saveInfo.playerData.savedSceneId = play->sceneId;
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