"Targetable Gold Skulltula" Cheat (#5986)

This commit is contained in:
nclok1405
2026-01-10 10:51:59 +09:00
committed by GitHub
parent ba0ecc59aa
commit 39b8aacdef
2 changed files with 125 additions and 0 deletions

View File

@@ -0,0 +1,122 @@
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/ShipInit.hpp"
#include <spdlog/spdlog.h>
#include <vector>
extern "C" {
#include "functions.h"
#include "macros.h"
#include "src/overlays/actors/ovl_En_Sw/z_en_sw.h"
extern PlayState* gPlayState;
}
static constexpr int32_t CVAR_GSTARGETABLE_DEFAULT = 0;
#define CVAR_GSTARGETABLE_NAME CVAR_CHEAT("GSTargetable")
#define CVAR_GSTARGETABLE_VALUE CVarGetInteger(CVAR_GSTARGETABLE_NAME, CVAR_GSTARGETABLE_DEFAULT)
static void OnActorInitGSTargetable(void* refActor) {
EnSw* enSw = reinterpret_cast<EnSw*>(refActor);
if (enSw->actor.naviEnemyId == 0x20) {
// Enable Targeting this Gold Skulltula, if visible by default
if (enSw->actor.scale.x >= 0.0139999995f) {
enSw->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
}
// By default Gold Skulltulas are categorized as NPCs (blue cursor) which feels wrong.
// Change the category to Misc (green cursor) instead.
// It might be possible to change the category to Enemy but doing so will likely affect Clear Rooms.
Actor_ChangeCategory(gPlayState, &gPlayState->actorCtx, &enSw->actor, ACTORCAT_MISC);
}
}
static void OnEnemyDefeatGSTargetable(void* refActor) {
EnSw* enSw = reinterpret_cast<EnSw*>(refActor);
if (enSw->actor.naviEnemyId == 0x20) {
// Disable Targeting immediately when the Gold Skulltula is defeated (like regular Skullwalltulas)
enSw->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
}
static void OnActorUpdateGSTargetable(void* refActor) {
EnSw* enSw = reinterpret_cast<EnSw*>(refActor);
// Handle Night GS Spawning/Despawning
if ((enSw->actor.naviEnemyId == 0x20) && (((enSw->actor.params & 0xE000) >> 0xD) == 2) &&
(enSw->actor.colChkInfo.health > 0)) {
if (enSw->actor.scale.x < 0.0139999995f) {
// Night GS Despawn
enSw->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
if (enSw->actor.scale.x >= 0.0139999995f) {
// Night GS Spawn
enSw->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
}
}
}
static void UpdateGSTargetable() {
if (gPlayState != nullptr) {
if (CVAR_GSTARGETABLE_VALUE) {
SPDLOG_DEBUG("GSTargetable has been toggled on");
// Find all Gold Skulltulas that are in NPC category
std::vector<Actor*> goldSkulltulasInNPCCategory;
Actor* actorNPC = gPlayState->actorCtx.actorLists[ACTORCAT_NPC].head;
while (actorNPC != nullptr) {
if ((actorNPC->id == ACTOR_EN_SW) && (actorNPC->naviEnemyId == 0x20)) {
goldSkulltulasInNPCCategory.push_back(actorNPC);
}
actorNPC = actorNPC->next;
}
// Move all NPC Gold Skulltulas to Misc category
for (auto& actor : goldSkulltulasInNPCCategory) {
Actor_ChangeCategory(gPlayState, &gPlayState->actorCtx, actor, ACTORCAT_MISC);
}
// Make all Gold Skulltulas in Misc category targetable, if visible
Actor* actorMisc = gPlayState->actorCtx.actorLists[ACTORCAT_MISC].head;
while (actorMisc != nullptr) {
if ((actorMisc->id == ACTOR_EN_SW) && (actorMisc->naviEnemyId == 0x20) &&
(actorMisc->scale.x >= 0.0139999995f)) {
actorMisc->flags |= ACTOR_FLAG_ATTENTION_ENABLED;
}
actorMisc = actorMisc->next;
}
} else {
SPDLOG_DEBUG("GSTargetable has been toggled off");
// Make all Gold Skulltulas in NPC category not targetable
Actor* actorNPC = gPlayState->actorCtx.actorLists[ACTORCAT_NPC].head;
while (actorNPC != nullptr) {
if ((actorNPC->id == ACTOR_EN_SW) && (actorNPC->naviEnemyId == 0x20)) {
actorNPC->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
actorNPC = actorNPC->next;
}
// Make all Gold Skulltulas in Misc category not targetable
Actor* actorMisc = gPlayState->actorCtx.actorLists[ACTORCAT_MISC].head;
while (actorMisc != nullptr) {
if ((actorMisc->id == ACTOR_EN_SW) && (actorMisc->naviEnemyId == 0x20)) {
actorMisc->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
actorMisc = actorMisc->next;
}
}
}
}
static void RegisterGSTargetable() {
UpdateGSTargetable();
COND_ID_HOOK(OnActorInit, ACTOR_EN_SW, CVAR_GSTARGETABLE_VALUE, OnActorInitGSTargetable);
COND_ID_HOOK(OnEnemyDefeat, ACTOR_EN_SW, CVAR_GSTARGETABLE_VALUE, OnEnemyDefeatGSTargetable);
COND_ID_HOOK(OnActorUpdate, ACTOR_EN_SW, CVAR_GSTARGETABLE_VALUE, OnActorUpdateGSTargetable);
}
static RegisterShipInitFunc initFunc(RegisterGSTargetable, { CVAR_GSTARGETABLE_NAME });

View File

@@ -1752,6 +1752,9 @@ void SohMenu::AddMenuEnhancements() {
AddWidget(path, "Disable Haunted Wasteland Sandstorm", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_CHEAT("DisableSandstorm"))
.Options(CheckboxOptions().Tooltip("Disables sandstorm effect in Haunted Wasteland."));
AddWidget(path, "Targetable Gold Skulltula", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_CHEAT("GSTargetable"))
.Options(CheckboxOptions().Tooltip("Allows Z-Targeting Gold Skulltulas."));
AddWidget(path, "Glitch Aids", WIDGET_SEPARATOR_TEXT);
AddWidget(path, "Easy Frame Advancing with Pause", WIDGET_CVAR_CHECKBOX)