Merge pull request #3468 from briaguya-ai/delta-to-dev
MacReady Delta -> develop
This commit is contained in:
@@ -3384,7 +3384,7 @@ void Message_Update(PlayState* play) {
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}
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sLastPlayedSong = 0xFF;
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osSyncPrintf("OCARINA_MODE=%d chk_ocarina_no=%d\n", play->msgCtx.ocarinaMode, msgCtx->unk_E3F2);
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CheckTracker_OnMessageClose();
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// TODO: OnMessageClose hook
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break;
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case MSGMODE_PAUSED:
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break;
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@@ -1526,13 +1526,13 @@ void Inventory_SwapAgeEquipment(void) {
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} else {
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// When becoming child, set swordless flag if player doesn't have kokiri sword
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// Only in rando to keep swordless link bugs in vanilla
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if (IS_RANDO && (EQUIP_INV_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4) & gSaveContext.inventory.equipment) == 0) {
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if (IS_RANDO && CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_KOKIRI) == 0) {
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Flags_SetInfTable(INFTABLE_SWORDLESS);
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}
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// When using enhancements, set swordless flag if player doesn't have kokiri sword or hasn't equipped a sword yet.
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// Then set the child equips button items to item none to ensure kokiri sword is not equipped
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if ((CVarGetInteger("gSwitchAge", 0) || CVarGetInteger("gSwitchTimeline", 0)) && ((EQUIP_INV_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4) & gSaveContext.inventory.equipment) == 0 || Flags_GetInfTable(INFTABLE_SWORDLESS))) {
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if ((CVarGetInteger("gSwitchAge", 0) || CVarGetInteger("gSwitchTimeline", 0)) && (CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_KOKIRI) == 0 || Flags_GetInfTable(INFTABLE_SWORDLESS))) {
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Flags_SetInfTable(INFTABLE_SWORDLESS);
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gSaveContext.childEquips.buttonItems[0] = ITEM_NONE;
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}
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@@ -1568,7 +1568,7 @@ void Inventory_SwapAgeEquipment(void) {
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gSaveContext.equips.equipment = gSaveContext.childEquips.equipment;
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gSaveContext.equips.equipment &= (u16) ~(0xF << (EQUIP_TYPE_SWORD * 4));
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// Equips kokiri sword in the inventory screen only if kokiri sword exists in inventory and a sword has been equipped already
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if (!((EQUIP_INV_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4) & gSaveContext.inventory.equipment) == 0) && !Flags_GetInfTable(INFTABLE_SWORDLESS)) {
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if (!(CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_KOKIRI) == 0) && !Flags_GetInfTable(INFTABLE_SWORDLESS)) {
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gSaveContext.equips.equipment |= EQUIP_VALUE_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4);
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}
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} else if (gSaveContext.childEquips.buttonItems[0] != ITEM_NONE) {
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@@ -1598,7 +1598,7 @@ void Inventory_SwapAgeEquipment(void) {
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(only kokiri tunic/boots equipped, no sword, no C-button items, no D-Pad items).
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When becoming child, set swordless flag if player doesn't have kokiri sword
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Only in rando to keep swordless link bugs in vanilla*/
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if (EQUIP_INV_SWORD_KOKIRI << (EQUIP_TYPE_SWORD * 4) & gSaveContext.inventory.equipment == 0) {
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if (CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_KOKIRI) == 0) {
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Flags_SetInfTable(INFTABLE_SWORDLESS);
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}
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@@ -277,6 +277,11 @@ void func_8009638C(Gfx** displayList, void* source, void* tlut, u16 width, u16 h
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bg->b.imagePal = 0;
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bg->b.imageFlip = CVarGetInteger("gMirroredWorld", 0) ? G_BG_FLAG_FLIPS : 0;
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// When an alt resource exists for the background, we need to unload the original asset
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// to clear the cache so the alt asset will be loaded instead
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// OTRTODO: If Alt loading over original cache is fixed, this line can most likely be removed
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ResourceMgr_UnloadOriginalWhenAltExists((char*) source);
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if (ResourceMgr_ResourceIsBackground((char*) source)) {
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char* blob = (char*) ResourceGetDataByName((char *) source);
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swapAndConvertJPEG(blob);
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@@ -417,7 +417,12 @@ void func_800AEFC8(SkyboxContext* skyboxCtx, s16 skyboxId) {
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s32 j;
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s32 phi_s3 = 0;
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if (skyboxId == SKYBOX_BAZAAR || (skyboxId > SKYBOX_HOUSE_KAKARIKO && skyboxId <= SKYBOX_BOMBCHU_SHOP)) {
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//! @bug All shops only provide 2 faces for their sky box. Mask shop is missing from the condition
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// meaning that the Mask shop will calculate 4 faces
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// This effect is not noticed as the faces are behind the camera, but will cause a crash in SoH.
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// SOH General: We have added the Mask shop to this check so only the 2 expected faces are calculated.
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if (skyboxId == SKYBOX_BAZAAR || skyboxId == SKYBOX_HAPPY_MASK_SHOP ||
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(skyboxId >= SKYBOX_KOKIRI_SHOP && skyboxId <= SKYBOX_BOMBCHU_SHOP)) {
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for (j = 0, i = 0; i < 2; i++, j += 2) {
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phi_s3 = func_800ADBB0(skyboxCtx, skyboxCtx->roomVtx, phi_s3, D_8012AEBC[i].unk_0, D_8012AEBC[i].unk_4,
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D_8012AEBC[i].unk_8, D_8012AEBC[i].unk_C, D_8012AEBC[i].unk_10, i, j);
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@@ -59,8 +59,14 @@ void SkyboxDraw_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyb
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gSPDisplayList(POLY_OPA_DISP++, skyboxCtx->dListBuf[2]);
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gSPDisplayList(POLY_OPA_DISP++, skyboxCtx->dListBuf[3]);
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if (skyboxId != SKYBOX_BAZAAR) {
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if (skyboxId <= SKYBOX_HOUSE_KAKARIKO || skyboxId > SKYBOX_BOMBCHU_SHOP) {
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//! @bug All shops only provide 2 faces for their sky box. Mask shop is missing from the condition
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// meaning that the Mask shop will render the previously loaded sky box values, or uninitialized data.
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// This effect is not noticed as the faces are behind the camera, but will cause a crash in SoH.
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// SOH General: We have added the Mask shop to this check so only the 2 expected faces are rendered.
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if (skyboxId != SKYBOX_BAZAAR && skyboxId != SKYBOX_HAPPY_MASK_SHOP) {
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if (skyboxId < SKYBOX_KOKIRI_SHOP || skyboxId > SKYBOX_BOMBCHU_SHOP) {
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// Skip remaining faces for most shop skyboxes
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gDPPipeSync(POLY_OPA_DISP++);
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gDPLoadTLUT_pal256(POLY_OPA_DISP++, skyboxCtx->palettes[2]);
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gSPDisplayList(POLY_OPA_DISP++, skyboxCtx->dListBuf[4]);
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