Make the citadel elevator come up when cutscene is skipped (#1832)

Still comes up from the bottom, but its probably the "correct" way to do it?

The other alternative would be killing Jak when the cutscene is skipped instead of `(start 'play (get-continue-by-name *game-info* "citadel-elevator"))` This would make the elevator at the top instantly, however it might mess with hp values and stored levels.

Credit to Barg/dallmeyer
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ZedB0T 2022-09-02 18:26:10 -04:00 committed by GitHub
parent 0896bef2bf
commit 59617c2ee0
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@ -1070,6 +1070,7 @@
(when (and (= (get-response (-> self query)) 'no) (or (not (= *cheat-mode* 'debug)) (not (cpad-hold? 0 r1))) (= (-> self which-movie) 1)) (when (and (= (get-response (-> self query)) 'no) (or (not (= *cheat-mode* 'debug)) (not (cpad-hold? 0 r1))) (= (-> self which-movie) 1))
(format #t "skipped green-sagecage~%") (format #t "skipped green-sagecage~%")
(start 'play (get-continue-by-name *game-info* "citadel-elevator")) (start 'play (get-continue-by-name *game-info* "citadel-elevator"))
(send-event (process-by-name "citb-exit-plat-4" *active-pool*) 'trigger)
(set! (-> self draw bounds w) 10240.0) (set! (-> self draw bounds w) 10240.0)
((-> (method-of-type process-taskable play-anim) exit)) ((-> (method-of-type process-taskable play-anim) exit))
(set! (-> self which-movie) 2) (set! (-> self which-movie) 2)