fix a couple edge cases (being sent the bow while riding Epona)

This commit is contained in:
LittleCube 2024-10-10 23:35:23 -04:00
parent 116b01f85c
commit 871b267237
1 changed files with 21 additions and 8 deletions

View File

@ -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)) {
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;
restoreHudVisibility = true;
}
// @recomp_use_export_var no_bow_epona_fix: If riding Epona, don't disable the UI.
// @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 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;