Player Equip Docs (#3282)

* hopefully everything

* update docs for MS shuffle sections
This commit is contained in:
inspectredc
2023-10-30 15:56:36 +00:00
committed by GitHub
parent a04ee354d4
commit 5dd82f59e2
33 changed files with 275 additions and 196 deletions

View File

@@ -1602,17 +1602,17 @@ void DrawPlayerTab() {
if (ImGui::Selectable("None")) {
player->currentSwordItemId = ITEM_NONE;
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_NONE);
Inventory_ChangeEquipment(EQUIP_TYPE_SWORD, EQUIP_VALUE_SWORD_NONE);
}
if (ImGui::Selectable("Kokiri Sword")) {
player->currentSwordItemId = ITEM_SWORD_KOKIRI;
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KOKIRI;
Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_KOKIRI);
Inventory_ChangeEquipment(EQUIP_TYPE_SWORD, EQUIP_VALUE_SWORD_KOKIRI);
}
if (ImGui::Selectable("Master Sword")) {
player->currentSwordItemId = ITEM_SWORD_MASTER;
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_MASTER);
Inventory_ChangeEquipment(EQUIP_TYPE_SWORD, EQUIP_VALUE_SWORD_MASTER);
}
if (ImGui::Selectable("Biggoron's Sword")) {
if (gSaveContext.bgsFlag) {
@@ -1629,12 +1629,12 @@ void DrawPlayerTab() {
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KNIFE;
}
Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_BIGGORON);
Inventory_ChangeEquipment(EQUIP_TYPE_SWORD, EQUIP_VALUE_SWORD_BIGGORON);
}
if (ImGui::Selectable("Fishing Pole")) {
player->currentSwordItemId = ITEM_FISHING_POLE;
gSaveContext.equips.buttonItems[0] = ITEM_FISHING_POLE;
Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_MASTER);
Inventory_ChangeEquipment(EQUIP_TYPE_SWORD, EQUIP_VALUE_SWORD_MASTER);
}
ImGui::EndCombo();
@@ -1642,19 +1642,19 @@ void DrawPlayerTab() {
if (ImGui::BeginCombo("Shield", curShield)) {
if (ImGui::Selectable("None")) {
player->currentShield = PLAYER_SHIELD_NONE;
Inventory_ChangeEquipment(EQUIP_SHIELD, PLAYER_SHIELD_NONE);
Inventory_ChangeEquipment(EQUIP_TYPE_SHIELD, EQUIP_VALUE_SHIELD_NONE);
}
if (ImGui::Selectable("Deku Shield")) {
player->currentShield = PLAYER_SHIELD_DEKU;
Inventory_ChangeEquipment(EQUIP_SHIELD, PLAYER_SHIELD_DEKU);
Inventory_ChangeEquipment(EQUIP_TYPE_SHIELD, EQUIP_VALUE_SHIELD_DEKU);
}
if (ImGui::Selectable("Hylian Shield")) {
player->currentShield = PLAYER_SHIELD_HYLIAN;
Inventory_ChangeEquipment(EQUIP_SHIELD, PLAYER_SHIELD_HYLIAN);
Inventory_ChangeEquipment(EQUIP_TYPE_SHIELD, EQUIP_VALUE_SHIELD_HYLIAN);
}
if (ImGui::Selectable("Mirror Shield")) {
player->currentShield = PLAYER_SHIELD_MIRROR;
Inventory_ChangeEquipment(EQUIP_SHIELD, PLAYER_SHIELD_MIRROR);
Inventory_ChangeEquipment(EQUIP_TYPE_SHIELD, EQUIP_VALUE_SHIELD_MIRROR);
}
ImGui::EndCombo();
}
@@ -1662,15 +1662,15 @@ void DrawPlayerTab() {
if (ImGui::BeginCombo("Tunic", curTunic)) {
if (ImGui::Selectable("Kokiri Tunic")) {
player->currentTunic = PLAYER_TUNIC_KOKIRI;
Inventory_ChangeEquipment(EQUIP_TUNIC, PLAYER_TUNIC_KOKIRI + 1);
Inventory_ChangeEquipment(EQUIP_TYPE_TUNIC, EQUIP_VALUE_TUNIC_KOKIRI);
}
if (ImGui::Selectable("Goron Tunic")) {
player->currentTunic = PLAYER_TUNIC_GORON;
Inventory_ChangeEquipment(EQUIP_TUNIC, PLAYER_TUNIC_GORON + 1);
Inventory_ChangeEquipment(EQUIP_TYPE_TUNIC, EQUIP_VALUE_TUNIC_GORON);
}
if (ImGui::Selectable("Zora Tunic")) {
player->currentTunic = PLAYER_TUNIC_ZORA;
Inventory_ChangeEquipment(EQUIP_TUNIC, PLAYER_TUNIC_ZORA + 1);
Inventory_ChangeEquipment(EQUIP_TYPE_TUNIC, EQUIP_VALUE_TUNIC_ZORA);
}
ImGui::EndCombo();
}
@@ -1678,15 +1678,15 @@ void DrawPlayerTab() {
if (ImGui::BeginCombo("Boots", curBoots)) {
if (ImGui::Selectable("Kokiri Boots")) {
player->currentBoots = PLAYER_BOOTS_KOKIRI;
Inventory_ChangeEquipment(EQUIP_BOOTS, PLAYER_BOOTS_KOKIRI + 1);
Inventory_ChangeEquipment(EQUIP_TYPE_BOOTS, EQUIP_VALUE_BOOTS_KOKIRI);
}
if (ImGui::Selectable("Iron Boots")) {
player->currentBoots = PLAYER_BOOTS_IRON;
Inventory_ChangeEquipment(EQUIP_BOOTS, PLAYER_BOOTS_IRON + 1);
Inventory_ChangeEquipment(EQUIP_TYPE_BOOTS, EQUIP_VALUE_BOOTS_IRON);
}
if (ImGui::Selectable("Hover Boots")) {
player->currentBoots = PLAYER_BOOTS_HOVER;
Inventory_ChangeEquipment(EQUIP_BOOTS, PLAYER_BOOTS_HOVER + 1);
Inventory_ChangeEquipment(EQUIP_TYPE_BOOTS, EQUIP_VALUE_BOOTS_HOVER);
}
ImGui::EndCombo();
}