mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-19 12:09:15 +01:00
rename a couple events
This commit is contained in:
parent
8afbf0facb
commit
5562bb450a
@ -740,11 +740,11 @@ RECOMP_PATCH void Sram_ResetSaveFromMoonCrash(SramContext* sramCtx) {
|
||||
}
|
||||
|
||||
|
||||
bool owls_quit_game = true;
|
||||
bool loading_resets_owl_save = true;
|
||||
|
||||
RECOMP_EXPORT void recomp_set_owls_quit_game(bool new_val)
|
||||
RECOMP_EXPORT void recomp_set_loading_resets_owl_save(bool new_val)
|
||||
{
|
||||
owls_quit_game = new_val;
|
||||
loading_resets_owl_save = new_val;
|
||||
}
|
||||
|
||||
RECOMP_DECLARE_EVENT(recomp_on_owl_update(ObjWarpstone* this, PlayState* play));
|
||||
@ -765,10 +765,11 @@ RECOMP_PATCH void ObjWarpstone_Update(Actor* thisx, PlayState* play) {
|
||||
if (play->msgCtx.choiceIndex != 0) {
|
||||
recomp_on_owl_save(this, play);
|
||||
Audio_PlaySfx_MessageDecide();
|
||||
if (!owls_quit_game) {
|
||||
Message_CloseTextbox(play);
|
||||
} else {
|
||||
// @recomp Only use normal owl save if flag is set.
|
||||
if (loading_resets_owl_save) {
|
||||
play->msgCtx.msgMode = MSGMODE_OWL_SAVE_0;
|
||||
} else {
|
||||
Message_CloseTextbox(play);
|
||||
}
|
||||
play->msgCtx.unk120D6 = 0;
|
||||
play->msgCtx.unk120D4 = 0;
|
||||
@ -785,7 +786,7 @@ RECOMP_PATCH void ObjWarpstone_Update(Actor* thisx, PlayState* play) {
|
||||
}
|
||||
|
||||
// @recomp Skip the text talking about the save being deleted on load, if autosave is enabled.
|
||||
if (recomp_autosave_enabled()) {
|
||||
if (recomp_autosave_enabled() || !loading_resets_owl_save) {
|
||||
if (this->isTalking && play->msgCtx.currentTextId == 0xC01 && play->msgCtx.msgBufPos == 269) {
|
||||
play->msgCtx.msgBufPos = 530;
|
||||
}
|
||||
|
@ -5,7 +5,7 @@
|
||||
extern Input D_801F6C18;
|
||||
|
||||
RECOMP_DECLARE_EVENT(recomp_on_play_main(PlayState* play));
|
||||
RECOMP_DECLARE_EVENT(recomp_before_play_update(PlayState* play));
|
||||
RECOMP_DECLARE_EVENT(recomp_on_play_update(PlayState* play));
|
||||
RECOMP_DECLARE_EVENT(recomp_after_play_update(PlayState* play));
|
||||
|
||||
void controls_play_update(PlayState* play) {
|
||||
@ -38,7 +38,7 @@ RECOMP_PATCH void Play_Main(GameState* thisx) {
|
||||
this->state.gfxCtx = NULL;
|
||||
}
|
||||
camera_pre_play_update(this);
|
||||
recomp_before_play_update(this);
|
||||
recomp_on_play_update(this);
|
||||
Play_Update(this);
|
||||
recomp_after_play_update(this);
|
||||
camera_post_play_update(this);
|
||||
|
Loading…
Reference in New Issue
Block a user