diff --git a/patches/input.c b/patches/input.c index b84067f..ef1bab4 100644 --- a/patches/input.c +++ b/patches/input.c @@ -633,9 +633,8 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) { Interface_LoadItemIconImpl(play, EQUIP_SLOT_B); } - // @recomp_use_export_var no_bow_epona_fix: If B item is a sword, don't disable the UI. - if (!no_bow_epona_fix || (BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) < ITEM_SWORD_KOKIRI || - BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) > ITEM_SWORD_GILDED)) { + // @recomp_use_export_var no_bow_epona_fix: If riding Epona, don't disable the UI. + if (!no_bow_epona_fix || (player->stateFlags1 & PLAYER_STATE1_800000) == 0) { BUTTON_STATUS(EQUIP_SLOT_C_LEFT) = BTN_DISABLED; BUTTON_STATUS(EQUIP_SLOT_C_DOWN) = BTN_DISABLED; BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED; @@ -716,8 +715,8 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) { restoreHudVisibility = true; } - // @recomp_use_export_var no_bow_epona_fix: If B item is a sword, don't disable the UI. - if (!no_bow_epona_fix) { + // @recomp_use_export_var no_bow_epona_fix: If riding Epona, don't disable the UI. + if (!no_bow_epona_fix || (player->stateFlags1 & PLAYER_STATE1_800000) == 0) { BUTTON_STATUS(EQUIP_SLOT_C_LEFT) = BTN_DISABLED; BUTTON_STATUS(EQUIP_SLOT_C_DOWN) = BTN_DISABLED; BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED;