Enhancement: MM-Style Static Explosion Radius (#2322)
* Adds Static Explosion Radius Enhancement * Changed default value * Update libultraship * Update CVar Syntax * Revert "Update libultraship" This reverts commit d0e243565af2a740d0817c64902510e9acc11c8e.
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@@ -174,7 +174,8 @@ const std::vector<const char*> enhancementsCvars = {
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"gBombchuBowlingNoBigCucco",
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"gBombchuBowlingNoBigCucco",
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"gBombchuBowlingAmmunition",
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"gBombchuBowlingAmmunition",
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"gCreditsFix",
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"gCreditsFix",
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"gSilverRupeeJingleExtend"
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"gSilverRupeeJingleExtend",
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"gStaticExplosionRadius"
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};
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};
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const std::vector<const char*> randomizerCvars = {
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const std::vector<const char*> randomizerCvars = {
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@@ -400,6 +400,8 @@ namespace GameMenuBar {
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UIWidgets::Tooltip("Makes nuts explode bombs, similar to how they interact with bombchus. This does not affect bombflowers.");
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UIWidgets::Tooltip("Makes nuts explode bombs, similar to how they interact with bombchus. This does not affect bombflowers.");
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UIWidgets::PaddedEnhancementCheckbox("Equip Multiple Arrows at Once", "gSeparateArrows", true, false);
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UIWidgets::PaddedEnhancementCheckbox("Equip Multiple Arrows at Once", "gSeparateArrows", true, false);
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UIWidgets::Tooltip("Allow the bow and magic arrows to be equipped at the same time on different slots");
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UIWidgets::Tooltip("Allow the bow and magic arrows to be equipped at the same time on different slots");
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UIWidgets::PaddedEnhancementCheckbox("Static Explosion Radius", "gStaticExplosionRadius", true, false);
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UIWidgets::Tooltip("Explosions are now a static size, like in Majora's Mask and OoT3D. Makes bombchu hovering much easier.");
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ImGui::EndMenu();
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ImGui::EndMenu();
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}
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}
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@@ -177,7 +177,12 @@ void EnBom_Explode(EnBom* this, PlayState* play) {
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func_800AA000(this->actor.xzDistToPlayer, 0xFF, 0x14, 0x96);
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func_800AA000(this->actor.xzDistToPlayer, 0xFF, 0x14, 0x96);
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}
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}
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this->explosionCollider.elements[0].dim.worldSphere.radius += this->actor.shape.rot.z + 8;
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if (CVarGetInteger("gStaticExplosionRadius", 0)) {
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this->explosionCollider.elements[0].dim.worldSphere.radius = 40;
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} else {
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this->explosionCollider.elements[0].dim.worldSphere.radius += this->actor.shape.rot.z + 8;
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}
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if (this->actor.params == BOMB_EXPLOSION) {
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if (this->actor.params == BOMB_EXPLOSION) {
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->explosionCollider.base);
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->explosionCollider.base);
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