Skip trial barrier dispel cutscenes (#5464)
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@@ -7,6 +7,7 @@
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#include "z_demo_kekkai.h"
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#include "objects/object_demo_kekkai/object_demo_kekkai.h"
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#include "scenes/dungeons/ganontika/ganontika_scene.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#include "soh/ResourceManagerHelpers.h"
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#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
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@@ -257,13 +258,15 @@ void DemoKekkai_TrialBarrierIdle(Actor* thisx, PlayState* play) {
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider1.base);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider1.base);
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if (this->collider2.base.acFlags & AC_HIT) {
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Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
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// "I got it"
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LOG_STRING("当ったよ");
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this->actor.update = DemoKekkai_TrialBarrierDispel;
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this->timer = 0;
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play->csCtx.segment = SEGMENTED_TO_VIRTUAL(sSageCutscenes[this->actor.params]);
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gSaveContext.cutsceneTrigger = 1;
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if (GameInteractor_Should(VB_PLAY_DISPEL_BARRIER_CS, true, this)) {
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Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
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// "I got it"
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LOG_STRING("当ったよ");
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this->actor.update = DemoKekkai_TrialBarrierDispel;
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this->timer = 0;
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play->csCtx.segment = SEGMENTED_TO_VIRTUAL(sSageCutscenes[this->actor.params]);
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gSaveContext.cutsceneTrigger = 1;
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}
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}
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider2.base);
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func_8002F974(&this->actor, NA_SE_EV_TOWER_ENERGY - SFX_FLAG);
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@@ -6,7 +6,7 @@
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struct DemoKekkai;
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typedef void (*DemoKekkaiUpdateFunc)(struct DemoKekkai* this, PlayState* play);
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typedef void (*DemoKekkaiUpdateFunc)(struct DemoKekkai* thisx, PlayState* play);
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typedef struct DemoKekkai {
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/* 0x0000 */ Actor actor;
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