mirror of
https://github.com/HarbourMasters/2ship2harkinian.git
synced 2024-11-23 05:59:40 +00:00
Change GI_VB_ to VB_ (#798)
This commit is contained in:
parent
8e0b482b23
commit
da04b7f859
@ -231,7 +231,7 @@ void RegisterDebugCam() {
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}
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if (CVarGetInteger("gEnhancements.Camera.DebugCam.Enable", 0)) {
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freeCamVBHookId = REGISTER_VB_SHOULD(GI_VB_USE_CUSTOM_CAMERA, {
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freeCamVBHookId = REGISTER_VB_SHOULD(VB_USE_CUSTOM_CAMERA, {
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Camera* camera = va_arg(args, Camera*);
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Camera_DebugCam(camera);
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*should = false;
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@ -172,7 +172,7 @@ void RegisterCameraFreeLook() {
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}
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if (CVarGetInteger("gEnhancements.Camera.FreeLook.Enable", 0)) {
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freeLookCameraVBHookId = REGISTER_VB_SHOULD(GI_VB_USE_CUSTOM_CAMERA, {
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freeLookCameraVBHookId = REGISTER_VB_SHOULD(VB_USE_CUSTOM_CAMERA, {
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Camera* camera = va_arg(args, Camera*);
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switch (sCameraSettings[camera->setting].cameraModes[camera->mode].funcId) {
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case CAM_FUNC_NORMAL0:
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@ -2,7 +2,7 @@
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#include "Enhancements/GameInteractor/GameInteractor.h"
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void RegisterUnbreakableRazorSword() {
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REGISTER_VB_SHOULD(GI_VB_LOWER_RAZOR_SWORD_DURABILITY, {
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REGISTER_VB_SHOULD(VB_LOWER_RAZOR_SWORD_DURABILITY, {
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if (CVarGetInteger("gCheats.UnbreakableRazorSword", 0)) {
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*should = false;
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}
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@ -2,7 +2,7 @@
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#include "Enhancements/GameInteractor/GameInteractor.h"
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void RegisterUnrestrictedItems() {
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REGISTER_VB_SHOULD(GI_VB_ITEM_BE_RESTRICTED, {
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REGISTER_VB_SHOULD(VB_ITEM_BE_RESTRICTED, {
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if (CVarGetInteger("gCheats.UnrestrictedItems", 0)) {
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*should = false;
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}
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@ -2,7 +2,7 @@
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#include "Enhancements/GameInteractor/GameInteractor.h"
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void RegisterHideTitleCards() {
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REGISTER_VB_SHOULD(GI_VB_SHOW_TITLE_CARD, {
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REGISTER_VB_SHOULD(VB_SHOW_TITLE_CARD, {
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if (CVarGetInteger("gEnhancements.Cutscenes.HideTitleCards", 0)) {
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*should = false;
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}
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@ -15,7 +15,7 @@ void Actor_Kill(Actor* actor);
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void RegisterSkipTatlInterrupts() {
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// First time entering Clock Town Interupt
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REGISTER_VB_SHOULD(GI_VB_PLAY_TRANSITION_CS, {
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REGISTER_VB_SHOULD(VB_PLAY_TRANSITION_CS, {
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if (gSaveContext.save.entrance == ENTRANCE(SOUTH_CLOCK_TOWN, 0) && gSaveContext.save.cutsceneIndex == 0 &&
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!CHECK_WEEKEVENTREG(WEEKEVENTREG_59_04) &&
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CVarGetInteger("gEnhancements.Cutscenes.SkipMiscInteractions", 0)) {
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@ -24,7 +24,7 @@ void RegisterSkipTatlInterrupts() {
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});
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// General interupt
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REGISTER_VB_SHOULD(GI_VB_TATL_INTERUPT_MSG3, {
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REGISTER_VB_SHOULD(VB_TATL_INTERUPT_MSG3, {
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if (CVarGetInteger("gEnhancements.Cutscenes.SkipMiscInteractions", 0) && *should) {
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Actor* actor = va_arg(args, Actor*);
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*should = false;
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@ -36,7 +36,7 @@ void RegisterSkipTatlInterrupts() {
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});
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// General interupt 2 (the flags were directly copied from the original code)
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REGISTER_VB_SHOULD(GI_VB_TATL_INTERUPT_MSG6, {
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REGISTER_VB_SHOULD(VB_TATL_INTERUPT_MSG6, {
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if (CVarGetInteger("gEnhancements.Cutscenes.SkipMiscInteractions", 0) && *should) {
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Actor* actor = va_arg(args, Actor*);
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*should = false;
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@ -2,7 +2,7 @@
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#include "Enhancements/GameInteractor/GameInteractor.h"
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void RegisterSkipEntranceCutscenes() {
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REGISTER_VB_SHOULD(GI_VB_PLAY_ENTRANCE_CS, {
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REGISTER_VB_SHOULD(VB_PLAY_ENTRANCE_CS, {
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if (CVarGetInteger("gEnhancements.Cutscenes.SkipEntranceCutscenes", 0)) {
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*should = false;
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}
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@ -8,7 +8,7 @@ extern SaveContext gSaveContext;
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}
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void RegisterSkipIntroSequence() {
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REGISTER_VB_SHOULD(GI_VB_PLAY_TRANSITION_CS, {
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REGISTER_VB_SHOULD(VB_PLAY_TRANSITION_CS, {
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// Intro cutscene
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if (!(gSaveContext.save.entrance == ENTRANCE(CUTSCENE, 0) && gSaveContext.save.cutsceneIndex == 0))
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return;
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@ -10,14 +10,14 @@ extern PlayState* gPlayState;
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void RegisterSkipClockTowerOpen() {
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// This will handle skipping if you are around the Clock Town area, but not directly in south clock town
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REGISTER_VB_SHOULD(GI_VB_CLOCK_TOWER_OPENING_CONSIDER_THIS_FIRST_CYCLE, {
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REGISTER_VB_SHOULD(VB_CLOCK_TOWER_OPENING_CONSIDER_THIS_FIRST_CYCLE, {
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if (CVarGetInteger("gEnhancements.Cutscenes.SkipStoryCutscenes", 0)) {
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*should = false;
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}
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});
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// This will handle skipping if you are directly in South Clock Town
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REGISTER_VB_SHOULD(GI_VB_PLAY_TRANSITION_CS, {
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REGISTER_VB_SHOULD(VB_PLAY_TRANSITION_CS, {
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if ((gSaveContext.save.entrance == ENTRANCE(SOUTH_CLOCK_TOWN, 0) ||
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gSaveContext.save.entrance == ENTRANCE(TERMINA_FIELD, 0)) &&
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gSaveContext.save.cutsceneIndex == 0xFFF1 &&
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@ -6,7 +6,7 @@ extern "C" {
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}
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void RegisterFierceDeityZTargetMovement() {
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REGISTER_VB_SHOULD(GI_VB_ZTARGET_SPEED_CHECK, {
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REGISTER_VB_SHOULD(VB_ZTARGET_SPEED_CHECK, {
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Player* player = GET_PLAYER(gPlayState);
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float* speedArg = va_arg(args, float*);
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@ -32,36 +32,36 @@ typedef enum {
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typedef enum {
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// Vanilla condition: gSaveContext.showTitleCard
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GI_VB_SHOW_TITLE_CARD,
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GI_VB_PLAY_ENTRANCE_CS,
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GI_VB_DISABLE_FD_MASK,
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GI_VB_DOGGY_RACE_SET_MAX_SPEED,
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GI_VB_LOWER_RAZOR_SWORD_DURABILITY,
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GI_VB_SET_BLAST_MASK_COOLDOWN_TIMER,
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GI_VB_PATCH_POWER_CROUCH_STAB,
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GI_VB_PATCH_SIDEROLL,
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GI_VB_TATL_CONVERSATION_AVAILABLE,
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GI_VB_PREVENT_MASK_TRANSFORMATION_CS,
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GI_VB_RESET_PUTAWAY_TIMER,
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GI_VB_SET_CLIMB_SPEED,
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GI_VB_PREVENT_CLOCK_DISPLAY,
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GI_VB_SONG_AVAILABLE_TO_PLAY,
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GI_VB_USE_CUSTOM_CAMERA,
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GI_VB_DELETE_OWL_SAVE,
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GI_VB_CONSIDER_BUNNY_HOOD_EQUIPPED,
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GI_VB_USE_ITEM_EQUIP_MASK,
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GI_VB_KALEIDO_DISPLAY_ITEM_TEXT,
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GI_VB_USE_ITEM_CONSIDER_LINK_HUMAN,
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GI_VB_DRAW_ITEM_EQUIPPED_OUTLINE,
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GI_VB_PLAY_TRANSITION_CS,
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GI_VB_TATL_INTERUPT_MSG3,
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GI_VB_TATL_INTERUPT_MSG6,
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GI_VB_ITEM_BE_RESTRICTED,
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GI_VB_FLIP_HOP_VARIABLE,
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GI_VB_DISABLE_LETTERBOX,
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GI_VB_CLOCK_TOWER_OPENING_CONSIDER_THIS_FIRST_CYCLE,
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GI_VB_DRAW_SLIME_BODY_ITEM,
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GI_VB_ZTARGET_SPEED_CHECK,
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VB_SHOW_TITLE_CARD,
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VB_PLAY_ENTRANCE_CS,
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VB_DISABLE_FD_MASK,
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VB_DOGGY_RACE_SET_MAX_SPEED,
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VB_LOWER_RAZOR_SWORD_DURABILITY,
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VB_SET_BLAST_MASK_COOLDOWN_TIMER,
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VB_PATCH_POWER_CROUCH_STAB,
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VB_PATCH_SIDEROLL,
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VB_TATL_CONVERSATION_AVAILABLE,
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VB_PREVENT_MASK_TRANSFORMATION_CS,
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VB_RESET_PUTAWAY_TIMER,
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VB_SET_CLIMB_SPEED,
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VB_PREVENT_CLOCK_DISPLAY,
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VB_SONG_AVAILABLE_TO_PLAY,
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VB_USE_CUSTOM_CAMERA,
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VB_DELETE_OWL_SAVE,
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VB_CONSIDER_BUNNY_HOOD_EQUIPPED,
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VB_USE_ITEM_EQUIP_MASK,
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VB_KALEIDO_DISPLAY_ITEM_TEXT,
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VB_USE_ITEM_CONSIDER_LINK_HUMAN,
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VB_DRAW_ITEM_EQUIPPED_OUTLINE,
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VB_PLAY_TRANSITION_CS,
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VB_TATL_INTERUPT_MSG3,
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VB_TATL_INTERUPT_MSG6,
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VB_ITEM_BE_RESTRICTED,
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VB_FLIP_HOP_VARIABLE,
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VB_DISABLE_LETTERBOX,
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VB_CLOCK_TOWER_OPENING_CONSIDER_THIS_FIRST_CYCLE,
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VB_DRAW_SLIME_BODY_ITEM,
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VB_ZTARGET_SPEED_CHECK,
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} GIVanillaBehavior;
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typedef enum {
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@ -180,7 +180,7 @@ void Register3DItemDrops() {
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actor->shape.rot.y += 0x3C0;
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}
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});
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slimeVBHookID = REGISTER_VB_SHOULD(GI_VB_DRAW_SLIME_BODY_ITEM, {
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slimeVBHookID = REGISTER_VB_SHOULD(VB_DRAW_SLIME_BODY_ITEM, {
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Actor* actor = va_arg(args, Actor*);
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DrawSlime3DItem(actor, should);
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});
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@ -50,7 +50,7 @@ s16 finalHoursClockSlots[8];
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void Register3DSClock() {
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REGISTER_VB_SHOULD(GI_VB_PREVENT_CLOCK_DISPLAY, {
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REGISTER_VB_SHOULD(VB_PREVENT_CLOCK_DISPLAY, {
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if (CVarGetInteger("gEnhancements.Graphics.ClockType", CLOCK_TYPE_ORIGINAL) == CLOCK_TYPE_3DS) {
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*should = true;
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@ -3,7 +3,7 @@
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#include "DisableBlackBars.h"
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void RegisterDisableBlackBars() {
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REGISTER_VB_SHOULD(GI_VB_DISABLE_LETTERBOX, {
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REGISTER_VB_SHOULD(VB_DISABLE_LETTERBOX, {
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if (CVarGetInteger("gEnhancements.Graphics.DisableBlackBars", 0)) {
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*should = true;
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}
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@ -13,7 +13,7 @@ extern PlayState* gPlayState;
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}
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void RegisterTextBasedClock() {
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REGISTER_VB_SHOULD(GI_VB_PREVENT_CLOCK_DISPLAY, {
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REGISTER_VB_SHOULD(VB_PREVENT_CLOCK_DISPLAY, {
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if (CVarGetInteger("gEnhancements.Graphics.ClockType", CLOCK_TYPE_ORIGINAL) == CLOCK_TYPE_TEXT_BASED) {
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*should = true;
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@ -16,7 +16,7 @@ void TransitionFade_SetColor(void* thisx, u32 color);
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}
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void RegisterFastTransformation() {
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REGISTER_VB_SHOULD(GI_VB_PREVENT_MASK_TRANSFORMATION_CS, {
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REGISTER_VB_SHOULD(VB_PREVENT_MASK_TRANSFORMATION_CS, {
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if (CVarGetInteger("gEnhancements.Masks.FastTransformation", 0)) {
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*should = true;
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Player* player = GET_PLAYER(gPlayState);
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@ -2,7 +2,7 @@
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#include "Enhancements/GameInteractor/GameInteractor.h"
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void RegisterFierceDeityAnywhere() {
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REGISTER_VB_SHOULD(GI_VB_DISABLE_FD_MASK, {
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REGISTER_VB_SHOULD(VB_DISABLE_FD_MASK, {
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if (CVarGetInteger("gEnhancements.Masks.FierceDeitysAnywhere", 0)) {
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*should = false;
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}
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@ -2,7 +2,7 @@
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#include "Enhancements/GameInteractor/GameInteractor.h"
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void RegisterNoBlastMaskCooldown() {
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REGISTER_VB_SHOULD(GI_VB_SET_BLAST_MASK_COOLDOWN_TIMER, {
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REGISTER_VB_SHOULD(VB_SET_BLAST_MASK_COOLDOWN_TIMER, {
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if (CVarGetInteger("gEnhancements.Masks.NoBlastMaskCooldown", 0)) {
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*should = false;
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}
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@ -137,14 +137,14 @@ void RegisterPersistentMasks() {
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[](s8 sceneId, s8 spawnNum) { UpdatePersistentMasksState(); });
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// Speed the player up when the bunny hood state is active
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REGISTER_VB_SHOULD(GI_VB_CONSIDER_BUNNY_HOOD_EQUIPPED, {
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REGISTER_VB_SHOULD(VB_CONSIDER_BUNNY_HOOD_EQUIPPED, {
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if (CVarGetInteger("gEnhancements.Masks.PersistentBunnyHood.State", 0)) {
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*should = true;
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}
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});
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// Overrides allowing them to equip a mask while transformed
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REGISTER_VB_SHOULD(GI_VB_USE_ITEM_CONSIDER_LINK_HUMAN, {
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REGISTER_VB_SHOULD(VB_USE_ITEM_CONSIDER_LINK_HUMAN, {
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PlayerItemAction* itemAction = va_arg(args, PlayerItemAction*);
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if (CVarGetInteger("gEnhancements.Masks.PersistentBunnyHood.Enabled", 0) &&
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*itemAction == PLAYER_IA_MASK_BUNNY) {
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@ -153,7 +153,7 @@ void RegisterPersistentMasks() {
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});
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// When they do equip the mask, prevent it and instead set our state
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REGISTER_VB_SHOULD(GI_VB_USE_ITEM_EQUIP_MASK, {
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REGISTER_VB_SHOULD(VB_USE_ITEM_EQUIP_MASK, {
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PlayerMask* maskId = va_arg(args, PlayerMask*);
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Player* player = GET_PLAYER(gPlayState);
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@ -172,7 +172,7 @@ void RegisterPersistentMasks() {
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// Prevent the "equipped" white border from being drawn so ours shows instead (ours was drawn before it, so it's
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// underneath)
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REGISTER_VB_SHOULD(GI_VB_DRAW_ITEM_EQUIPPED_OUTLINE, {
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REGISTER_VB_SHOULD(VB_DRAW_ITEM_EQUIPPED_OUTLINE, {
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ItemId* itemId = va_arg(args, ItemId*);
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if (*itemId == ITEM_MASK_BUNNY && CVarGetInteger("gEnhancements.Masks.PersistentBunnyHood.State", 0)) {
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*should = false;
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@ -180,7 +180,7 @@ void RegisterPersistentMasks() {
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});
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// Typically when you are in a transformation all masks are dimmed on the C-Buttons
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REGISTER_VB_SHOULD(GI_VB_ITEM_BE_RESTRICTED, {
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REGISTER_VB_SHOULD(VB_ITEM_BE_RESTRICTED, {
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ItemId* itemId = va_arg(args, ItemId*);
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if (*itemId == ITEM_MASK_BUNNY && CVarGetInteger("gEnhancements.Masks.PersistentBunnyHood.Enabled", 0)) {
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*should = false;
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@ -188,7 +188,7 @@ void RegisterPersistentMasks() {
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});
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// Override "A" press behavior on kaleido scope to toggle the mask state
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REGISTER_VB_SHOULD(GI_VB_KALEIDO_DISPLAY_ITEM_TEXT, {
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REGISTER_VB_SHOULD(VB_KALEIDO_DISPLAY_ITEM_TEXT, {
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ItemId* itemId = va_arg(args, ItemId*);
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if (CVarGetInteger("gEnhancements.Masks.PersistentBunnyHood.Enabled", 0) && *itemId == ITEM_MASK_BUNNY) {
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*should = false;
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@ -9,7 +9,7 @@ extern u8 gItemSlots[77];
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}
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void RegisterAlwaysWinDoggyRace() {
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REGISTER_VB_SHOULD(GI_VB_DOGGY_RACE_SET_MAX_SPEED, {
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REGISTER_VB_SHOULD(VB_DOGGY_RACE_SET_MAX_SPEED, {
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uint8_t selectedOption = CVarGetInteger("gEnhancements.Minigames.AlwaysWinDoggyRace", 0);
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if (selectedOption == ALWAYS_WIN_DOGGY_RACE_ALWAYS || (selectedOption == ALWAYS_WIN_DOGGY_RACE_MASKOFTRUTH &&
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(INV_CONTENT(ITEM_MASK_TRUTH) == ITEM_MASK_TRUTH))) {
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@ -2,7 +2,7 @@
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#include "Enhancements/GameInteractor/GameInteractor.h"
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void RegisterClimbSpeed() {
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REGISTER_VB_SHOULD(GI_VB_SET_CLIMB_SPEED, {
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REGISTER_VB_SHOULD(VB_SET_CLIMB_SPEED, {
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if (CVarGetInteger("gEnhancements.Player.ClimbSpeed", 1) > 1) {
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f32* speed = va_arg(args, f32*);
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*speed *= CVarGetInteger("gEnhancements.Player.ClimbSpeed", 1);
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@ -2,7 +2,7 @@
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#include "Enhancements/GameInteractor/GameInteractor.h"
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void RegisterInstantPutaway() {
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REGISTER_VB_SHOULD(GI_VB_RESET_PUTAWAY_TIMER, {
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REGISTER_VB_SHOULD(VB_RESET_PUTAWAY_TIMER, {
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if (CVarGetInteger("gEnhancements.Player.InstantPutaway", 0)) {
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*should = false;
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}
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@ -2,7 +2,7 @@
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#include "Enhancements/GameInteractor/GameInteractor.h"
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void RegisterVariableFlipHop() {
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REGISTER_VB_SHOULD(GI_VB_FLIP_HOP_VARIABLE, {
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REGISTER_VB_SHOULD(VB_FLIP_HOP_VARIABLE, {
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if (CVarGetInteger("gEnhancements.Restorations.ConstantFlipsHops", 0)) {
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*should = false;
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}
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@ -2,7 +2,7 @@
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#include "Enhancements/GameInteractor/GameInteractor.h"
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void RegisterPowerCrouchStab() {
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REGISTER_VB_SHOULD(GI_VB_PATCH_POWER_CROUCH_STAB, {
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REGISTER_VB_SHOULD(VB_PATCH_POWER_CROUCH_STAB, {
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if (CVarGetInteger("gEnhancements.Restorations.PowerCrouchStab", 0)) {
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*should = false;
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}
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@ -2,7 +2,7 @@
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#include "Enhancements/GameInteractor/GameInteractor.h"
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void RegisterSideRoll() {
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REGISTER_VB_SHOULD(GI_VB_PATCH_SIDEROLL, {
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REGISTER_VB_SHOULD(VB_PATCH_SIDEROLL, {
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if (CVarGetInteger("gEnhancements.Restorations.SideRoll", 0)) {
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*should = false;
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}
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@ -2,7 +2,7 @@
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#include "Enhancements/GameInteractor/GameInteractor.h"
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void RegisterTatlISG() {
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REGISTER_VB_SHOULD(GI_VB_TATL_CONVERSATION_AVAILABLE, {
|
||||
REGISTER_VB_SHOULD(VB_TATL_CONVERSATION_AVAILABLE, {
|
||||
if (CVarGetInteger("gEnhancements.Restorations.TatlISG", 0)) {
|
||||
*should = false;
|
||||
}
|
||||
|
@ -147,7 +147,7 @@ void HandleAutoSave() {
|
||||
}
|
||||
|
||||
void RegisterSavingEnhancements() {
|
||||
REGISTER_VB_SHOULD(GI_VB_DELETE_OWL_SAVE, {
|
||||
REGISTER_VB_SHOULD(VB_DELETE_OWL_SAVE, {
|
||||
if (CVarGetInteger("gEnhancements.Saving.PersistentOwlSaves", 0) ||
|
||||
gSaveContext.save.shipSaveInfo.pauseSaveEntrance != -1) {
|
||||
*should = false;
|
||||
|
@ -6,7 +6,7 @@ extern "C" {
|
||||
}
|
||||
|
||||
void RegisterEnableSunsSong() {
|
||||
REGISTER_VB_SHOULD(GI_VB_SONG_AVAILABLE_TO_PLAY, {
|
||||
REGISTER_VB_SHOULD(VB_SONG_AVAILABLE_TO_PLAY, {
|
||||
uint8_t* songIndex = va_arg(args, uint8_t*);
|
||||
// If the enhancement is on, and the currently played song is Sun's Song, set it to be available to be played.
|
||||
if (CVarGetInteger("gEnhancements.Songs.EnableSunsSong", 0) && *songIndex == OCARINA_SONG_SUNS) {
|
||||
|
@ -2555,7 +2555,7 @@ void AudioOcarina_CheckSongsWithoutMusicStaff(void) {
|
||||
for (songIndex = sFirstOcarinaSongIndex; songIndex < sLastOcarinaSongIndex; songIndex++) {
|
||||
// Checks to see if the song is available to be played
|
||||
bool vanillaCondition = (u32)sOcarinaAvailableSongFlags & (1 << songIndex);
|
||||
if (GameInteractor_Should(GI_VB_SONG_AVAILABLE_TO_PLAY, vanillaCondition, &songIndex)) {
|
||||
if (GameInteractor_Should(VB_SONG_AVAILABLE_TO_PLAY, vanillaCondition, &songIndex)) {
|
||||
// Loops through all possible starting indices?
|
||||
// Loops through the notes of the song?
|
||||
for (j = 0, k = 0; (j < gOcarinaSongButtons[songIndex].numButtons) && (k == 0) &&
|
||||
|
@ -7554,7 +7554,7 @@ Vec3s Camera_Update(Camera* camera) {
|
||||
}
|
||||
|
||||
// Call the camera update function
|
||||
if (GameInteractor_Should(GI_VB_USE_CUSTOM_CAMERA, true, camera)) {
|
||||
if (GameInteractor_Should(VB_USE_CUSTOM_CAMERA, true, camera)) {
|
||||
sCameraUpdateHandlers[sCameraSettings[camera->setting].cameraModes[camera->mode].funcId](camera);
|
||||
}
|
||||
|
||||
|
@ -1545,7 +1545,7 @@ void Cutscene_HandleEntranceTriggers(PlayState* play) {
|
||||
} else if (!CHECK_CS_SPAWN_FLAG_WEEKEVENTREG(play->csCtx.scriptList[scriptIndex].spawnFlags)) {
|
||||
// Entrance cutscenes that only run once
|
||||
SET_CS_SPAWN_FLAG_WEEKEVENTREG(play->csCtx.scriptList[scriptIndex].spawnFlags);
|
||||
if (GameInteractor_Should(GI_VB_PLAY_ENTRANCE_CS, true)) {
|
||||
if (GameInteractor_Should(VB_PLAY_ENTRANCE_CS, true)) {
|
||||
CutsceneManager_Start(csId, NULL);
|
||||
}
|
||||
// The title card will be used by the cs misc command if necessary.
|
||||
@ -1561,7 +1561,7 @@ void Cutscene_HandleEntranceTriggers(PlayState* play) {
|
||||
|
||||
if ((gSaveContext.respawnFlag == 0) || (gSaveContext.respawnFlag == -2)) {
|
||||
scene = play->loadedScene;
|
||||
if ((scene->titleTextId != 0) && GameInteractor_Should(GI_VB_SHOW_TITLE_CARD, gSaveContext.showTitleCard)) {
|
||||
if ((scene->titleTextId != 0) && GameInteractor_Should(VB_SHOW_TITLE_CARD, gSaveContext.showTitleCard)) {
|
||||
if ((Entrance_GetTransitionFlags(((void)0, gSaveContext.save.entrance) +
|
||||
((void)0, gSaveContext.sceneLayer)) &
|
||||
0x4000) != 0) {
|
||||
@ -1580,7 +1580,7 @@ void func_800EDDB0(PlayState* play) {
|
||||
LUSLOG_INFO("Cutscene_HandleConditionalTriggers: entrance: %d, cutsceneIndex: 0x%X", gSaveContext.save.entrance,
|
||||
gSaveContext.save.cutsceneIndex);
|
||||
|
||||
if (!GameInteractor_Should(GI_VB_PLAY_TRANSITION_CS, true)) {
|
||||
if (!GameInteractor_Should(VB_PLAY_TRANSITION_CS, true)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -4589,7 +4589,7 @@ void Message_DrawMain(PlayState* play, Gfx** gfxP) {
|
||||
AudioOcarina_SetOcarinaDisableTimer(0, 20);
|
||||
Message_CloseTextbox(play);
|
||||
play->msgCtx.ocarinaMode = OCARINA_MODE_PLAYED_FULL_EVAN_SONG;
|
||||
} else if (GameInteractor_Should(GI_VB_SONG_AVAILABLE_TO_PLAY, vanillaOwnedSongCheck,
|
||||
} else if (GameInteractor_Should(VB_SONG_AVAILABLE_TO_PLAY, vanillaOwnedSongCheck,
|
||||
&msgCtx->ocarinaStaff->state)) {
|
||||
sLastPlayedSong = msgCtx->ocarinaStaff->state;
|
||||
msgCtx->lastPlayedSong = msgCtx->ocarinaStaff->state;
|
||||
|
@ -2782,8 +2782,8 @@ void Interface_UpdateButtonsPart2(PlayState* play) {
|
||||
for (i = EQUIP_SLOT_C_LEFT; i <= EQUIP_SLOT_C_RIGHT; i++) {
|
||||
// Individual C button
|
||||
ItemId itemId = GET_CUR_FORM_BTN_ITEM(i);
|
||||
if (GameInteractor_Should(GI_VB_ITEM_BE_RESTRICTED,
|
||||
!gPlayerFormItemRestrictions[GET_PLAYER_FORM][itemId], &itemId)) {
|
||||
if (GameInteractor_Should(VB_ITEM_BE_RESTRICTED, !gPlayerFormItemRestrictions[GET_PLAYER_FORM][itemId],
|
||||
&itemId)) {
|
||||
// Item not usable in current playerForm
|
||||
if (gSaveContext.buttonStatus[i] != BTN_DISABLED) {
|
||||
gSaveContext.buttonStatus[i] = BTN_DISABLED;
|
||||
@ -2823,7 +2823,7 @@ void Interface_UpdateButtonsPart2(PlayState* play) {
|
||||
(play->sceneId != SCENE_MITURIN_BS) && (play->sceneId != SCENE_HAKUGIN_BS) &&
|
||||
(play->sceneId != SCENE_SEA_BS) && (play->sceneId != SCENE_INISIE_BS) &&
|
||||
(play->sceneId != SCENE_LAST_BS);
|
||||
if (GameInteractor_Should(GI_VB_DISABLE_FD_MASK, vanillaSceneConditionResult)) {
|
||||
if (GameInteractor_Should(VB_DISABLE_FD_MASK, vanillaSceneConditionResult)) {
|
||||
if (gSaveContext.buttonStatus[i] != BTN_DISABLED) {
|
||||
gSaveContext.buttonStatus[i] = BTN_DISABLED;
|
||||
restoreHudVisibility = true;
|
||||
@ -2929,8 +2929,8 @@ void Interface_UpdateButtonsPart2(PlayState* play) {
|
||||
for (s16 j = EQUIP_SLOT_D_RIGHT; j <= EQUIP_SLOT_D_UP; j++) {
|
||||
// Individual D button
|
||||
ItemId itemId = DPAD_GET_CUR_FORM_BTN_ITEM(j);
|
||||
if (GameInteractor_Should(GI_VB_ITEM_BE_RESTRICTED,
|
||||
!gPlayerFormItemRestrictions[GET_PLAYER_FORM][itemId], &itemId)) {
|
||||
if (GameInteractor_Should(VB_ITEM_BE_RESTRICTED, !gPlayerFormItemRestrictions[GET_PLAYER_FORM][itemId],
|
||||
&itemId)) {
|
||||
// Item not usable in current playerForm
|
||||
if (gSaveContext.shipSaveContext.dpad.status[j] != BTN_DISABLED) {
|
||||
gSaveContext.shipSaveContext.dpad.status[j] = BTN_DISABLED;
|
||||
@ -2970,7 +2970,7 @@ void Interface_UpdateButtonsPart2(PlayState* play) {
|
||||
(play->sceneId != SCENE_MITURIN_BS) && (play->sceneId != SCENE_HAKUGIN_BS) &&
|
||||
(play->sceneId != SCENE_SEA_BS) && (play->sceneId != SCENE_INISIE_BS) &&
|
||||
(play->sceneId != SCENE_LAST_BS);
|
||||
if (GameInteractor_Should(GI_VB_DISABLE_FD_MASK, vanillaSceneConditionResult)) {
|
||||
if (GameInteractor_Should(VB_DISABLE_FD_MASK, vanillaSceneConditionResult)) {
|
||||
if (gSaveContext.shipSaveContext.dpad.status[j] != BTN_DISABLED) {
|
||||
gSaveContext.shipSaveContext.dpad.status[j] = BTN_DISABLED;
|
||||
restoreHudVisibility = true;
|
||||
@ -6151,7 +6151,7 @@ void Interface_DrawClock(PlayState* play) {
|
||||
s16 finalHoursClockSlots[8];
|
||||
s16 index;
|
||||
|
||||
if (GameInteractor_Should(GI_VB_PREVENT_CLOCK_DISPLAY, false)) {
|
||||
if (GameInteractor_Should(VB_PREVENT_CLOCK_DISPLAY, false)) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -80,7 +80,7 @@ void ShrinkWindow_Draw(GraphicsContext* gfxCtx) {
|
||||
s8 letterboxSize = sShrinkWindowPtr->letterboxSize;
|
||||
s8 pillarboxSize = sShrinkWindowPtr->pillarboxSize;
|
||||
|
||||
if (GameInteractor_Should(GI_VB_DISABLE_LETTERBOX, false)) {
|
||||
if (GameInteractor_Should(VB_DISABLE_LETTERBOX, false)) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1373,7 +1373,7 @@ void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCtx) {
|
||||
fileNum = gSaveContext.fileNum;
|
||||
|
||||
// Remove Owl saves on save continue
|
||||
if (GameInteractor_Should(GI_VB_DELETE_OWL_SAVE, true)) {
|
||||
if (GameInteractor_Should(VB_DELETE_OWL_SAVE, true)) {
|
||||
func_80147314(sramCtx, fileNum);
|
||||
}
|
||||
}
|
||||
|
@ -160,7 +160,7 @@ void View_ApplyLetterbox(View* view) {
|
||||
s32 lrx;
|
||||
s32 lry;
|
||||
|
||||
if (GameInteractor_Should(GI_VB_DISABLE_LETTERBOX, false)) {
|
||||
if (GameInteractor_Should(VB_DISABLE_LETTERBOX, false)) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -106,7 +106,7 @@ void func_80A2CF7C(ElfMsg3* this, PlayState* play) {
|
||||
EnElf* tatl = (EnElf*)player->tatlActor;
|
||||
|
||||
if (GameInteractor_Should(
|
||||
GI_VB_TATL_INTERUPT_MSG3,
|
||||
VB_TATL_INTERUPT_MSG3,
|
||||
(((((player->tatlActor != NULL) &&
|
||||
(fabsf(player->actor.world.pos.x - this->actor.world.pos.x) < (100.0f * this->actor.scale.x))) &&
|
||||
(this->actor.world.pos.y <= player->actor.world.pos.y)) &&
|
||||
|
@ -238,7 +238,7 @@ void ElfMsg6_Destroy(Actor* thisx, PlayState* play) {
|
||||
|
||||
s32 func_80BA1C00(ElfMsg6* this) {
|
||||
return GameInteractor_Should(
|
||||
GI_VB_TATL_INTERUPT_MSG6,
|
||||
VB_TATL_INTERUPT_MSG6,
|
||||
((this->actor.xzDistToPlayer < (100.0f * this->actor.scale.x)) &&
|
||||
((this->actor.playerHeightRel >= 0.0f) && (this->actor.playerHeightRel < (100.0f * this->actor.scale.y)))),
|
||||
this);
|
||||
|
@ -519,7 +519,7 @@ void EnRacedog_UpdateSpeed(EnRacedog* this) {
|
||||
|
||||
// Cap the speed of the dog, or always max it out with the 'Always Win Doggy Race' enhancement.
|
||||
bool vanillaCondition = this->actor.speed > 7.5f;
|
||||
if (GameInteractor_Should(GI_VB_DOGGY_RACE_SET_MAX_SPEED, vanillaCondition)) {
|
||||
if (GameInteractor_Should(VB_DOGGY_RACE_SET_MAX_SPEED, vanillaCondition)) {
|
||||
this->actor.speed = 7.5f;
|
||||
}
|
||||
} else {
|
||||
|
@ -1242,7 +1242,7 @@ void EnSlime_Draw(Actor* thisx, PlayState* play) {
|
||||
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y + (2000.0f * this->actor.scale.y),
|
||||
this->actor.world.pos.z, MTXMODE_NEW);
|
||||
|
||||
if (GameInteractor_Should(GI_VB_DRAW_SLIME_BODY_ITEM, true, this)) {
|
||||
if (GameInteractor_Should(VB_DRAW_SLIME_BODY_ITEM, true, this)) {
|
||||
Matrix_Scale(0.03f, 0.03f, 0.03f, MTXMODE_APPLY);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 8, (uintptr_t)this->itemDropTex);
|
||||
|
@ -444,7 +444,7 @@ void func_80A42AB8(EnTest4* this, PlayState* play) {
|
||||
|
||||
if (CURRENT_DAY == 3) {
|
||||
if ((this->nextBellTime == CLOCK_TIME(0, 0)) &&
|
||||
(GameInteractor_Should(GI_VB_CLOCK_TOWER_OPENING_CONSIDER_THIS_FIRST_CYCLE,
|
||||
(GameInteractor_Should(VB_CLOCK_TOWER_OPENING_CONSIDER_THIS_FIRST_CYCLE,
|
||||
gSaveContext.save.saveInfo.inventory.items[SLOT_OCARINA] == ITEM_NONE,
|
||||
this) ||
|
||||
(play->sceneId == SCENE_CLOCKTOWER))) {
|
||||
|
@ -3814,7 +3814,7 @@ void Player_ProcessItemButtons(Player* this, PlayState* play) {
|
||||
|
||||
if (bomb != NULL) {
|
||||
bomb->timer = 0;
|
||||
if (GameInteractor_Should(GI_VB_SET_BLAST_MASK_COOLDOWN_TIMER, true)) {
|
||||
if (GameInteractor_Should(VB_SET_BLAST_MASK_COOLDOWN_TIMER, true)) {
|
||||
this->blastMaskTimer = 310;
|
||||
}
|
||||
}
|
||||
@ -4471,7 +4471,7 @@ void Player_UseItem(PlayState* play, Player* this, ItemId item) {
|
||||
(itemAction == PLAYER_IA_MASK_ZORA) ||
|
||||
((this->currentBoots >= PLAYER_BOOTS_ZORA_UNDERWATER) && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)))) {
|
||||
s32 var_v1 = ((itemAction >= PLAYER_IA_MASK_MIN) && (itemAction <= PLAYER_IA_MASK_MAX) &&
|
||||
(!GameInteractor_Should(GI_VB_USE_ITEM_CONSIDER_LINK_HUMAN,
|
||||
(!GameInteractor_Should(VB_USE_ITEM_CONSIDER_LINK_HUMAN,
|
||||
this->transformation == PLAYER_FORM_HUMAN, &itemAction) ||
|
||||
(itemAction >= PLAYER_IA_MASK_GIANT)));
|
||||
CollisionPoly* sp5C;
|
||||
@ -4533,12 +4533,12 @@ void Player_UseItem(PlayState* play, Player* this, ItemId item) {
|
||||
} else {
|
||||
Audio_PlaySfx(NA_SE_SY_ERROR);
|
||||
}
|
||||
} else if (GameInteractor_Should(GI_VB_USE_ITEM_CONSIDER_LINK_HUMAN, this->transformation == PLAYER_FORM_HUMAN,
|
||||
} else if (GameInteractor_Should(VB_USE_ITEM_CONSIDER_LINK_HUMAN, this->transformation == PLAYER_FORM_HUMAN,
|
||||
&itemAction) &&
|
||||
(itemAction >= PLAYER_IA_MASK_MIN) && (itemAction < PLAYER_IA_MASK_GIANT)) {
|
||||
PlayerMask maskId = GET_MASK_FROM_IA(itemAction);
|
||||
|
||||
if (GameInteractor_Should(GI_VB_USE_ITEM_EQUIP_MASK, true, &maskId)) {
|
||||
if (GameInteractor_Should(VB_USE_ITEM_EQUIP_MASK, true, &maskId)) {
|
||||
// Handle wearable masks
|
||||
this->prevMask = this->currentMask;
|
||||
if (maskId == this->currentMask) {
|
||||
@ -6720,7 +6720,7 @@ void func_80836AD8(PlayState* play, Player* this) {
|
||||
}
|
||||
|
||||
void func_80836B3C(PlayState* play, Player* this, f32 arg2) {
|
||||
if (GameInteractor_Should(GI_VB_PATCH_SIDEROLL, true)) {
|
||||
if (GameInteractor_Should(VB_PATCH_SIDEROLL, true)) {
|
||||
this->currentYaw = this->actor.shape.rot.y;
|
||||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||
}
|
||||
@ -7814,7 +7814,7 @@ s32 Player_ActionChange_4(Player* this, PlayState* play) {
|
||||
// !CutsceneManager_IsNext(CS_ID_GLOBAL_TALK), which is what prevented Tatl ISG from
|
||||
// working
|
||||
bool vanillaCondition = !CutsceneManager_IsNext(CS_ID_GLOBAL_TALK);
|
||||
if (GameInteractor_Should(GI_VB_TATL_CONVERSATION_AVAILABLE, vanillaCondition) ||
|
||||
if (GameInteractor_Should(VB_TATL_CONVERSATION_AVAILABLE, vanillaCondition) ||
|
||||
!CHECK_BTN_ALL(sPlayerControlInput->press.button, BTN_CUP)) {
|
||||
return false;
|
||||
}
|
||||
@ -9597,7 +9597,7 @@ s32 func_8083E404(Player* this, f32 arg1, s16 arg2) {
|
||||
}
|
||||
|
||||
// Using Should hook, but ignoring return value, to be able to modify the speed argument
|
||||
GameInteractor_Should(GI_VB_ZTARGET_SPEED_CHECK, false, &arg1);
|
||||
GameInteractor_Should(VB_ZTARGET_SPEED_CHECK, false, &arg1);
|
||||
|
||||
temp_fv1 = fabsf(sp1C) / 0x8000;
|
||||
if (((SQ(temp_fv1) * 50.0f) + 6.0f) < arg1) {
|
||||
@ -10099,7 +10099,7 @@ s32 func_8083FD80(Player* this, PlayState* play) {
|
||||
if (!Player_IsGoronOrDeku(this) && (Player_GetMeleeWeaponHeld(this) != PLAYER_MELEEWEAPON_NONE) &&
|
||||
(this->transformation != PLAYER_FORM_ZORA) && sPlayerUseHeldItem) {
|
||||
//! Calling this function sets the meleeWeaponQuads' damage properties correctly, patching "Power Crouch Stab".
|
||||
if (GameInteractor_Should(GI_VB_PATCH_POWER_CROUCH_STAB, true)) {
|
||||
if (GameInteractor_Should(VB_PATCH_POWER_CROUCH_STAB, true)) {
|
||||
func_8083375C(this, PLAYER_MWA_STAB_1H);
|
||||
}
|
||||
Player_AnimationPlayOnce(play, this, &gPlayerAnim_link_normal_defense_kiru);
|
||||
@ -10146,7 +10146,7 @@ s32 func_8083FF30(PlayState* play, Player* this) {
|
||||
s32 func_8083FFEC(PlayState* play, Player* this) {
|
||||
if (this->heldItemAction == PLAYER_IA_SWORD_RAZOR) {
|
||||
if (gSaveContext.save.saveInfo.playerData.swordHealth > 0) {
|
||||
if (GameInteractor_Should(GI_VB_LOWER_RAZOR_SWORD_DURABILITY, true)) {
|
||||
if (GameInteractor_Should(VB_LOWER_RAZOR_SWORD_DURABILITY, true)) {
|
||||
gSaveContext.save.saveInfo.playerData.swordHealth--;
|
||||
}
|
||||
if (gSaveContext.save.saveInfo.playerData.swordHealth <= 0) {
|
||||
@ -11256,7 +11256,7 @@ void Player_SetDoAction(PlayState* play, Player* this) {
|
||||
}
|
||||
|
||||
if (doActionA != DO_ACTION_PUTAWAY) {
|
||||
if (GameInteractor_Should(GI_VB_RESET_PUTAWAY_TIMER, true)) {
|
||||
if (GameInteractor_Should(VB_RESET_PUTAWAY_TIMER, true)) {
|
||||
this->putAwayCountdown = 20;
|
||||
}
|
||||
} else if (this->putAwayCountdown != 0) {
|
||||
@ -12202,7 +12202,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
|
||||
|
||||
this->actor.shape.face = ((play->gameplayFrames & 0x20) ? 0 : 3) + this->blinkInfo.eyeTexIndex;
|
||||
|
||||
if (GameInteractor_Should(GI_VB_CONSIDER_BUNNY_HOOD_EQUIPPED, this->currentMask == PLAYER_MASK_BUNNY, this)) {
|
||||
if (GameInteractor_Should(VB_CONSIDER_BUNNY_HOOD_EQUIPPED, this->currentMask == PLAYER_MASK_BUNNY, this)) {
|
||||
Player_UpdateBunnyEars(this);
|
||||
}
|
||||
|
||||
@ -14469,7 +14469,7 @@ void Player_Action_13(Player* this, PlayState* play) {
|
||||
|
||||
Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_CURVED, play);
|
||||
|
||||
if (GameInteractor_Should(GI_VB_CONSIDER_BUNNY_HOOD_EQUIPPED, this->currentMask == PLAYER_MASK_BUNNY, this)) {
|
||||
if (GameInteractor_Should(VB_CONSIDER_BUNNY_HOOD_EQUIPPED, this->currentMask == PLAYER_MASK_BUNNY, this)) {
|
||||
speedTarget *= 1.5f;
|
||||
}
|
||||
|
||||
@ -14898,7 +14898,7 @@ void Player_Action_25(Player* this, PlayState* play) {
|
||||
Math_StepToF(&this->unk_B10[1], 0.0f, this->unk_B10[0]);
|
||||
}
|
||||
} else {
|
||||
if (GameInteractor_Should(GI_VB_FLIP_HOP_VARIABLE, true)) {
|
||||
if (GameInteractor_Should(VB_FLIP_HOP_VARIABLE, true)) {
|
||||
func_8083CBC4(this, speedTarget, yawTarget, 1.0f, 0.05f, 0.1f, 0xC8);
|
||||
}
|
||||
}
|
||||
@ -16036,7 +16036,7 @@ void Player_Action_50(Player* this, PlayState* play) {
|
||||
var_fv1 = -1.0f;
|
||||
}
|
||||
|
||||
if (GameInteractor_Should(GI_VB_SET_CLIMB_SPEED, true, &var_fv1)) {
|
||||
if (GameInteractor_Should(VB_SET_CLIMB_SPEED, true, &var_fv1)) {
|
||||
this->skelAnime.playSpeed = var_fv1 * var_fv0;
|
||||
}
|
||||
|
||||
@ -18295,7 +18295,7 @@ void Player_Action_86(Player* this, PlayState* play) {
|
||||
struct_8085D910* sp4C = D_8085D910;
|
||||
s32 sp48 = false;
|
||||
|
||||
if (GameInteractor_Should(GI_VB_PREVENT_MASK_TRANSFORMATION_CS, false))
|
||||
if (GameInteractor_Should(VB_PREVENT_MASK_TRANSFORMATION_CS, false))
|
||||
return;
|
||||
|
||||
func_808323C0(this, play->playerCsIds[PLAYER_CS_ID_MASK_TRANSFORMATION]);
|
||||
|
@ -327,7 +327,7 @@ void KaleidoScope_DrawItemSelect(PlayState* play) {
|
||||
// but this matches the behavior of the original code
|
||||
u16 itemId = gSaveContext.save.saveInfo.inventory.items[i];
|
||||
u8 itemRestricted = GameInteractor_Should(
|
||||
GI_VB_ITEM_BE_RESTRICTED, !gPlayerFormItemRestrictions[GET_PLAYER_FORM][(s32)itemId], &itemId);
|
||||
VB_ITEM_BE_RESTRICTED, !gPlayerFormItemRestrictions[GET_PLAYER_FORM][(s32)itemId], &itemId);
|
||||
if (itemRestricted) {
|
||||
gDPSetGrayscaleColor(POLY_OPA_DISP++, 109, 109, 109, 255);
|
||||
gSPGrayscale(POLY_OPA_DISP++, true);
|
||||
|
@ -211,7 +211,7 @@ void KaleidoScope_DrawMaskSelect(PlayState* play) {
|
||||
if (GET_CUR_FORM_BTN_ITEM(i + 1) != ITEM_NONE) {
|
||||
if (GET_CUR_FORM_BTN_SLOT(i + 1) >= ITEM_NUM_SLOTS) {
|
||||
ItemId item = GET_CUR_FORM_BTN_ITEM(i + 1);
|
||||
if (GameInteractor_Should(GI_VB_DRAW_ITEM_EQUIPPED_OUTLINE, true, &item)) {
|
||||
if (GameInteractor_Should(VB_DRAW_ITEM_EQUIPPED_OUTLINE, true, &item)) {
|
||||
gSPVertex(POLY_OPA_DISP++, &pauseCtx->maskVtx[j], 4, 0);
|
||||
POLY_OPA_DISP = Gfx_DrawTexQuadIA8(POLY_OPA_DISP, gEquippedItemOutlineTex, 32, 32, 0);
|
||||
}
|
||||
@ -224,7 +224,7 @@ void KaleidoScope_DrawMaskSelect(PlayState* play) {
|
||||
if (DPAD_GET_CUR_FORM_BTN_ITEM(i) != ITEM_NONE) {
|
||||
if (DPAD_GET_CUR_FORM_BTN_SLOT(i) >= ITEM_NUM_SLOTS) {
|
||||
ItemId item = DPAD_GET_CUR_FORM_BTN_ITEM(i);
|
||||
if (GameInteractor_Should(GI_VB_DRAW_ITEM_EQUIPPED_OUTLINE, true, &item)) {
|
||||
if (GameInteractor_Should(VB_DRAW_ITEM_EQUIPPED_OUTLINE, true, &item)) {
|
||||
gSPVertex(POLY_OPA_DISP++, &pauseCtx->maskVtx[j], 4, 0);
|
||||
POLY_OPA_DISP = Gfx_DrawTexQuadIA8(POLY_OPA_DISP, gEquippedItemOutlineTex, 32, 32, 0);
|
||||
}
|
||||
@ -675,8 +675,7 @@ void KaleidoScope_UpdateMaskCursor(PlayState* play) {
|
||||
} else if ((pauseCtx->debugEditor == DEBUG_EDITOR_NONE) && (pauseCtx->state == PAUSE_STATE_MAIN) &&
|
||||
(pauseCtx->mainState == PAUSE_MAIN_STATE_IDLE) &&
|
||||
CHECK_BTN_ALL(input->press.button, BTN_A) && (msgCtx->msgLength == 0)) {
|
||||
if (GameInteractor_Should(GI_VB_KALEIDO_DISPLAY_ITEM_TEXT, true,
|
||||
&pauseCtx->cursorItem[PAUSE_MASK])) {
|
||||
if (GameInteractor_Should(VB_KALEIDO_DISPLAY_ITEM_TEXT, true, &pauseCtx->cursorItem[PAUSE_MASK])) {
|
||||
// Give description on item through a message box
|
||||
pauseCtx->itemDescriptionOn = true;
|
||||
if (pauseCtx->cursorYIndex[PAUSE_MASK] < 2) {
|
||||
|
Loading…
Reference in New Issue
Block a user