diff --git a/patches/input.c b/patches/input.c index ef1bab4..f65d2cc 100644 --- a/patches/input.c +++ b/patches/input.c @@ -614,6 +614,7 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) { if (no_bow_epona_fix) { if (gSaveContext.save.saveInfo.inventory.items[SLOT_BOW] == ITEM_BOW) { BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) = ITEM_BOW; + BUTTON_STATUS(EQUIP_SLOT_B) = BTN_ENABLED; } } else { BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) = ITEM_BOW; @@ -633,8 +634,9 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) { Interface_LoadItemIconImpl(play, EQUIP_SLOT_B); } - // @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) { + // @recomp_use_export_var no_bow_epona_fix: If the B button does not contain 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) { BUTTON_STATUS(EQUIP_SLOT_C_LEFT) = BTN_DISABLED; BUTTON_STATUS(EQUIP_SLOT_C_DOWN) = BTN_DISABLED; BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED; @@ -644,6 +646,10 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) { } } + if (BUTTON_STATUS(EQUIP_SLOT_B) == BTN_DISABLED && BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) == ITEM_BOW) { + BUTTON_STATUS(EQUIP_SLOT_B) = BTN_ENABLED; + } + if (play->transitionMode != TRANS_MODE_OFF) { Interface_SetHudVisibility(HUD_VISIBILITY_NONE); } else if ((gSaveContext.minigameStatus == MINIGAME_STATUS_ACTIVE) && @@ -689,6 +695,7 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) { if (no_bow_epona_fix) { if (gSaveContext.save.saveInfo.inventory.items[SLOT_BOW] == ITEM_BOW) { BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) = ITEM_BOW; + BUTTON_STATUS(EQUIP_SLOT_B) = BTN_ENABLED; } } else { BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) = ITEM_BOW; @@ -709,14 +716,20 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) { Interface_LoadItemIconImpl(play, EQUIP_SLOT_B); } - // @recomp_use_export_var no_bow_epona_fix: Don't enable the B button or restore hud visibility from Epona without a sword. - if (BUTTON_STATUS(EQUIP_SLOT_B) == BTN_DISABLED && (!no_bow_epona_fix || (player->stateFlags1 & PLAYER_STATE1_800000) == 0)) { - BUTTON_STATUS(EQUIP_SLOT_B) = BTN_ENABLED; - restoreHudVisibility = true; + if (BUTTON_STATUS(EQUIP_SLOT_B) == BTN_DISABLED) { + // @recomp_use_export_var no_bow_epona_fix: Don't enable the B button unless it is being used for the bow. + if (!no_bow_epona_fix || BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) == ITEM_BOW) { + BUTTON_STATUS(EQUIP_SLOT_B) = BTN_ENABLED; + } + + // @recomp_use_export_var no_bow_epona_fix: Don't restore hud visibility from Epona without a sword. + if (!no_bow_epona_fix || (player->stateFlags1 & PLAYER_STATE1_800000) == 0) { + restoreHudVisibility = true; + } } - // @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) { + // @recomp_use_export_var no_bow_epona_fix: If the B button does not contain the bow, don't disable the UI. + if (!no_bow_epona_fix || BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) == ITEM_BOW) { BUTTON_STATUS(EQUIP_SLOT_C_LEFT) = BTN_DISABLED; BUTTON_STATUS(EQUIP_SLOT_C_DOWN) = BTN_DISABLED; BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED;