add honey and darling no sword fixes
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1ba9c43f2e
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e6abf56437
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@ -541,6 +541,13 @@ RECOMP_EXPORT void recomp_set_no_bow_epona_fix(bool new_val) {
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no_bow_epona_fix = new_val;
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}
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bool h_and_d_no_sword_fix = false;
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// @recomp_export void recomp_set_h_and_d_no_sword_fix(bool new_val): Set whether to enable the fix for playing Honey and Darling without a sword.
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RECOMP_EXPORT void recomp_set_h_and_d_no_sword_fix(bool new_val) {
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h_and_d_no_sword_fix = new_val;
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}
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extern s16 sPictoState;
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extern s16 sPictoPhotoBeingTaken;
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extern void* gWorkBuffer;
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@ -549,6 +556,9 @@ u16 func_801A5100(void);
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#define ON_EPONA (player->stateFlags1 & PLAYER_STATE1_800000)
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#define EPONA_FIX_ACTIVE (no_bow_epona_fix && ON_EPONA)
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#define AT_H_AND_D (play->sceneId == SCENE_BOWLING)
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#define H_AND_D_FIX_ACTIVE (h_and_d_no_sword_fix && AT_H_AND_D)
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// @recomp Patched to update status of extra buttons via set_extra_item_slot_status.
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RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) {
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InterfaceContext* interfaceCtx = &play->interfaceCtx;
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@ -689,6 +699,9 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) {
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} else {
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BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) = ITEM_BOW;
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}
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if (h_and_d_no_sword_fix) {
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BUTTON_STATUS(EQUIP_SLOT_B) = BTN_ENABLED;
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}
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BUTTON_STATUS(EQUIP_SLOT_C_LEFT) = BTN_DISABLED;
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BUTTON_STATUS(EQUIP_SLOT_C_DOWN) = BTN_DISABLED;
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BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED;
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@ -707,7 +720,7 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) {
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if (play->unk_1887C >= 2) {
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Interface_LoadItemIconImpl(play, EQUIP_SLOT_B);
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} else if (gSaveContext.save.saveInfo.inventory.items[SLOT_BOW] == ITEM_NONE) {
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} else if (gSaveContext.save.saveInfo.inventory.items[SLOT_BOW] == ITEM_NONE && !H_AND_D_FIX_ACTIVE) {
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// @recomp_use_export_var no_bow_epona_fix: Part of the no bow Epona fix.
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if (EPONA_FIX_ACTIVE) {
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gSaveContext.buttonStatus[EQUIP_SLOT_B] = BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B);
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@ -732,7 +745,7 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) {
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}
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// @recomp_use_export_var no_bow_epona_fix: If the B button does not contain the bow, don't disable the UI.
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if (!no_bow_epona_fix || BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) == ITEM_BOW) {
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if ((!no_bow_epona_fix || BUTTON_ITEM_EQUIP(CUR_FORM, EQUIP_SLOT_B) == ITEM_BOW) && !H_AND_D_FIX_ACTIVE) {
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BUTTON_STATUS(EQUIP_SLOT_C_LEFT) = BTN_DISABLED;
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BUTTON_STATUS(EQUIP_SLOT_C_DOWN) = BTN_DISABLED;
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BUTTON_STATUS(EQUIP_SLOT_C_RIGHT) = BTN_DISABLED;
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@ -758,6 +771,9 @@ RECOMP_PATCH void Interface_UpdateButtonsPart1(PlayState* play) {
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Interface_SetHudVisibility(HUD_VISIBILITY_A_B_MINIMAP);
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} else if (ON_EPONA) {
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Interface_SetHudVisibility(HUD_VISIBILITY_A_B_MINIMAP);
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} else if (H_AND_D_FIX_ACTIVE) {
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Interface_LoadItemIconImpl(play, EQUIP_SLOT_B);
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Interface_SetHudVisibility(HUD_VISIBILITY_B);
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}
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}
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} else if (sPictoState != PICTO_BOX_STATE_OFF) {
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