Skip walking away cutscene when freeing Gorons (#4639)
* Skip walking away cutscene when freeing Gorons * Revert a change too far * Restore Goron walking out animation
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@@ -1919,7 +1919,9 @@ void EnGo2_GoronFireGenericAction(EnGo2* this, PlayState* play) {
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switch (this->goronState) {
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case 0: // Wake up
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if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
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EnGo2_GoronFireCamera(this, play);
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if (GameInteractor_Should(VB_PLAY_GORON_FREE_CS, true)) {
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EnGo2_GoronFireCamera(this, play);
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}
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play->msgCtx.msgMode = MSGMODE_PAUSED;
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Animation_ChangeByInfo(&this->skelAnime, sAnimationInfo, ENGO2_ANIM_2);
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this->waypoint = 1;
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@@ -1939,7 +1941,9 @@ void EnGo2_GoronFireGenericAction(EnGo2* this, PlayState* play) {
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(f32)((Math_SinS(this->actor.world.rot.y) * -30.0f) + this->actor.world.pos.x);
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player->actor.world.pos.z =
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(f32)((Math_CosS(this->actor.world.rot.y) * -30.0f) + this->actor.world.pos.z);
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Player_SetCsActionWithHaltedActors(play, &this->actor, 8);
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if (GameInteractor_Should(VB_PLAY_GORON_FREE_CS, true)) {
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Player_SetCsActionWithHaltedActors(play, &this->actor, 8);
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}
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Audio_PlayFanfare(NA_BGM_APPEAR);
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}
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break;
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@@ -1975,8 +1979,10 @@ void EnGo2_GoronFireGenericAction(EnGo2* this, PlayState* play) {
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}
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case 4: // Finalize walking away
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Message_CloseTextbox(play);
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EnGo2_GoronFireClearCamera(this, play);
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Player_SetCsActionWithHaltedActors(play, &this->actor, 7);
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if (GameInteractor_Should(VB_PLAY_GORON_FREE_CS, true)) {
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EnGo2_GoronFireClearCamera(this, play);
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Player_SetCsActionWithHaltedActors(play, &this->actor, 7);
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}
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Actor_Kill(&this->actor);
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break;
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case 1:
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