Implement GameInteractor & move CrowdControl and console commands to it (#2358)
* Begin GameInteractor * Basic skeleton of PoC * WIP * First 2 CC effects transitioned to GameInteractor * Prepare GameInteractor classes for CrowdControl * More effects & replace chaosEffects with GameInteractor * CC connection fixes & all CC effects (enemy spawns still borked) * First couple of build error fixes * Fix build * Proper enemy spawning * Clean up old CC code * Extract link size/invisibility into GameInteractor * Small fix/cleanup * Suggestions for PR * Address PR comment * Addressed more comments & small adjustments * Fix crash when spawning enemies * Remove Remove() * Move checks into Apply() and move CC and some console commands to it * Use inheritance to abstract check on application * Rename prefix Actions with RawAction * Make Remove return a Result * Fix issue with compilation * debugconsole -> GameInteractionEffects progress * Add State in GI * Unify some Effects * Port more debug console items * Remove state modifyiers from raw actions * Port over last raw action / state in console * Adjust some types * Consolidate link size modifier effect * Adjust more types * Define category strings in CC * Clean up remaining non defined strings * Fix bug in timed effects * Rename old pack * CC fixes * Translate GI enum function * Console cleanup/fixes/consistency Co-authored-by: David Chavez <david@dcvz.io>
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@@ -1,7 +1,7 @@
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#include "global.h"
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#include "vt.h"
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#include "soh/Enhancements/debugconsole.h"
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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//#include <string.h>
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@@ -229,11 +229,11 @@ void PadMgr_ProcessInputs(PadMgr* padMgr) {
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case 0:
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input->cur = *padnow1;
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if (chaosEffectNoZ) {
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if (GameInteractor_DisableZTargetingActive()) {
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input->cur.button &= ~(BTN_Z);
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}
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if (chaosEffectReverseControls) {
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if (GameInteractor_ReverseControlsActive()) {
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if (input->cur.stick_x == -128) {
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input->cur.stick_x = 127;
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} else {
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