shipinit (r)ba (#5025)
* RBA and BA * move rba to shipinit * make the vanilla condition actually a vanilla condition * update should docs * move ba to shipinit * don't pass things * try a different readability strategy * remove option/preset entries --------- Co-authored-by: rozlette <Rozelette@users.noreply.github.com>
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@@ -1517,8 +1517,10 @@ void Rando_Inventory_SwapAgeEquipment(void) {
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(gSaveContext.equips.buttonItems[i] <= ITEM_POE)) ||
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((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
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(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK))) {
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gSaveContext.equips.buttonItems[i] =
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gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[i - 1]];
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if (GameInteractor_Should(VB_SET_BUTTON_ITEM_FROM_C_BUTTON_SLOT, true, i)) {
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gSaveContext.equips.buttonItems[i] =
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gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[i - 1]];
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}
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}
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}
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@@ -1674,8 +1676,10 @@ void Inventory_SwapAgeEquipment(void) {
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((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
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(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK))) {
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osSyncPrintf("Register_Item_Pt(%d)=%d\n", i, gSaveContext.equips.cButtonSlots[i - 1]);
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gSaveContext.equips.buttonItems[i] =
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gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[i - 1]];
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if (GameInteractor_Should(VB_SET_BUTTON_ITEM_FROM_C_BUTTON_SLOT, true, i)) {
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gSaveContext.equips.buttonItems[i] =
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gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[i - 1]];
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}
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}
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}
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@@ -2703,13 +2707,6 @@ s32 Inventory_HasSpecificBottle(u8 bottleItem) {
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}
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}
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void byteSwapInventory() {
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gSaveContext.inventory.equipment = BE16SWAP(gSaveContext.inventory.equipment);
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gSaveContext.inventory.upgrades = BE32SWAP(gSaveContext.inventory.upgrades);
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gSaveContext.inventory.questItems = BE32SWAP(gSaveContext.inventory.questItems);
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gSaveContext.inventory.gsTokens = BE16SWAP(gSaveContext.inventory.gsTokens);
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}
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void Inventory_UpdateBottleItem(PlayState* play, u8 item, u8 button) {
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osSyncPrintf("item_no=%x, c_no=%x, Pt=%x Item_Register=%x\n", item, button,
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gSaveContext.equips.cButtonSlots[button - 1],
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@@ -2721,11 +2718,7 @@ void Inventory_UpdateBottleItem(PlayState* play, u8 item, u8 button) {
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item = ITEM_MILK_HALF;
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}
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if (CVarGetInteger(CVAR_ENHANCEMENT("RestoreRBAValues"),0)) {
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byteSwapInventory();
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gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[button - 1]] = item;
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byteSwapInventory();
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} else {
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if (GameInteractor_Should(VB_UPDATE_BOTTLE_ITEM, true, button, item)) {
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gSaveContext.inventory.items[gSaveContext.equips.cButtonSlots[button - 1]] = item;
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}
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