Move trap handler to its own file and make the additional trap types seeded (#4942)
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@@ -7254,19 +7254,9 @@ void func_8083E4C4(PlayState* play, Player* this, GetItemEntry* giEntry) {
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s32 Player_ActionHandler_2(Player* this, PlayState* play) {
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Actor* interactedActor;
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if(gSaveContext.ship.pendingIceTrapCount) {
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gSaveContext.ship.pendingIceTrapCount--;
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GameInteractor_ExecuteOnItemReceiveHooks(ItemTable_RetrieveEntry(MOD_RANDOMIZER, RG_ICE_TRAP));
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if (CVarGetInteger(CVAR_ENHANCEMENT("ExtraTraps.Enabled"), 0)) {
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return 1;
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}
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this->stateFlags1 &= ~(PLAYER_STATE1_GETTING_ITEM | PLAYER_STATE1_CARRYING_ACTOR);
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this->actor.colChkInfo.damage = 0;
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func_80837C0C(play, this, 3, 0.0f, 0.0f, 0, 20);
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if (GameInteractor_Should(VB_SHORT_CIRCUIT_GIVE_ITEM_PROCESS, false)) {
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this->getItemId = GI_NONE;
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this->getItemEntry = (GetItemEntry) GET_ITEM_NONE;
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// Gameplay stats: Increment Ice Trap count
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gSaveContext.ship.stats.count[COUNT_ICE_TRAPS]++;
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this->getItemEntry = (GetItemEntry)GET_ITEM_NONE;
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return 1;
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}
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