Replace old pause buffer input experience with a more accurate one (#4918)
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@@ -255,6 +255,8 @@ void GameState_Update(GameState* gameState) {
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GameState_SetFrameBuffer(gfxCtx);
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GameInteractor_ExecuteOnGameStateMainStart();
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gameState->main(gameState);
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func_800C4344(gameState);
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@@ -286,13 +286,6 @@ void PadMgr_ProcessInputs(PadMgr* padMgr) {
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Fault_AddHungupAndCrash(__FILE__, __LINE__);
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}
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// When 3 frames are left on easy pause buffer, re-apply the last held inputs to the prev inputs
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// to compute the pressed difference. This makes it so previously held inputs are continued as "held",
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// but new inputs when unpausing are "pressed" out of the pause menu.
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if (CVarGetInteger(CVAR_GENERAL("CheatEasyPauseBufferTimer"), 0) == 3) {
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input->prev.button = CVarGetInteger(CVAR_GENERAL("CheatEasyPauseBufferLastInputs"), 0);
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}
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buttonDiff = input->prev.button ^ input->cur.button;
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input->press.button |= (u16)(buttonDiff & input->cur.button);
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input->rel.button |= (u16)(buttonDiff & input->prev.button);
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@@ -18,23 +18,11 @@ void KaleidoSetup_Update(PlayState* play) {
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play->shootingGalleryStatus <= 1 && gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY && gSaveContext.magicState != MAGIC_STATE_FILL &&
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(play->sceneNum != SCENE_BOMBCHU_BOWLING_ALLEY || !Flags_GetSwitch(play, 0x38))) {
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u8 easyPauseBufferEnabled = CVarGetInteger(CVAR_CHEAT("EasyPauseBuffer"), 0);
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u8 easyPauseBufferTimer = CVarGetInteger(CVAR_GENERAL("CheatEasyPauseBufferTimer"), 0);
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// If start is not seen as pressed on the 2nd to last frame then we should end the easy frame advance flow
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if (easyPauseBufferEnabled && easyPauseBufferTimer == 2 &&
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!CHECK_BTN_ALL(input->press.button, BTN_START)) {
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CVarSetInteger(CVAR_GENERAL("CheatEasyPauseBufferTimer"), 0);
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}
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if (CHECK_BTN_ALL(input->cur.button, BTN_L) && CHECK_BTN_ALL(input->press.button, BTN_CUP)) {
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if (BREG(0)) {
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pauseCtx->debugState = 3;
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}
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} else if ((CHECK_BTN_ALL(input->press.button, BTN_START) && (!easyPauseBufferEnabled || !easyPauseBufferTimer)) ||
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(easyPauseBufferEnabled && easyPauseBufferTimer == 1)) { // Force Kaleido open when easy pause buffer reaches 0
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// Remember last held buttons for pause buffer cheat (minus start so easy frame advance works)
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CVarSetInteger(CVAR_GENERAL("CheatEasyPauseBufferLastInputs"), input->cur.button & ~(BTN_START));
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} else if (CHECK_BTN_ALL(input->press.button, BTN_START)) {
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gSaveContext.unk_13EE = gSaveContext.unk_13EA;
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@@ -1668,11 +1668,6 @@ time_t Play_GetRealTime() {
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void Play_Main(GameState* thisx) {
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PlayState* play = (PlayState*)thisx;
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// Decrease the easy pause buffer timer every frame
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if (CVarGetInteger(CVAR_GENERAL("CheatEasyPauseBufferTimer"), 0) > 0) {
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CVarSetInteger(CVAR_GENERAL("CheatEasyPauseBufferTimer"), CVarGetInteger(CVAR_GENERAL("CheatEasyPauseBufferTimer"), 0) - 1);
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}
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if (play->envCtx.unk_EE[2] == 0 && CVarGetInteger(CVAR_GENERAL("LetItSnow"), 0)) {
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play->envCtx.unk_EE[3] = 64;
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Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_OBJECT_KANKYO, 0, 0, 0, 0, 0, 0, 3, 0);
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