Fix song of storms cutscene (#6310)
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@@ -728,7 +728,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
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play->transitionType = TRANS_TYPE_FADE_WHITE;
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break;
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case 22:
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if (GameInteractor_Should(VB_GIVE_ITEM_REQUIEM_OF_SPIRIT, true)) {
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if (GameInteractor_Should(VB_GIVE_ITEM_SONG, true, ITEM_SONG_REQUIEM)) {
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Item_Give(play, ITEM_SONG_REQUIEM);
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}
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play->nextEntranceIndex = ENTR_DESERT_COLOSSUS_EAST_EXIT;
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@@ -868,7 +868,7 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
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play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
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break;
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case 47:
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if (GameInteractor_Should(VB_GIVE_ITEM_NOCTURNE_OF_SHADOW, true)) {
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if (GameInteractor_Should(VB_GIVE_ITEM_SONG, true, ITEM_SONG_NOCTURNE)) {
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Item_Give(play, ITEM_SONG_NOCTURNE);
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}
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Flags_SetEventChkInf(EVENTCHKINF_LEARNED_NOCTURNE_OF_SHADOW);
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@@ -3859,23 +3859,7 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
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u8 songItemId = ITEM_SONG_MINUET + gOcarinaSongItemMap[msgCtx->ocarinaStaff->state];
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if ((songItemId == ITEM_SONG_MINUET &&
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GameInteractor_Should(VB_GIVE_ITEM_MINUET_OF_FOREST, true)) ||
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(songItemId == ITEM_SONG_BOLERO && GameInteractor_Should(VB_GIVE_ITEM_BOLERO_OF_FIRE, true)) ||
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(songItemId == ITEM_SONG_SERENADE &&
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GameInteractor_Should(VB_GIVE_ITEM_SERENADE_OF_WATER, true)) ||
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(songItemId == ITEM_SONG_REQUIEM &&
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GameInteractor_Should(VB_GIVE_ITEM_REQUIEM_OF_SPIRIT, true)) ||
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(songItemId == ITEM_SONG_NOCTURNE &&
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GameInteractor_Should(VB_GIVE_ITEM_NOCTURNE_OF_SHADOW, true)) ||
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(songItemId == ITEM_SONG_PRELUDE &&
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GameInteractor_Should(VB_GIVE_ITEM_PRELUDE_OF_LIGHT, true)) ||
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(songItemId == ITEM_SONG_LULLABY && GameInteractor_Should(VB_GIVE_ITEM_ZELDAS_LULLABY, true)) ||
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(songItemId == ITEM_SONG_EPONA && GameInteractor_Should(VB_GIVE_ITEM_EPONAS_SONG, true)) ||
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(songItemId == ITEM_SONG_SARIA && GameInteractor_Should(VB_GIVE_ITEM_SARIAS_SONG, true)) ||
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(songItemId == ITEM_SONG_SUN && GameInteractor_Should(VB_GIVE_ITEM_SUNS_SONG, true)) ||
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(songItemId == ITEM_SONG_TIME && GameInteractor_Should(VB_GIVE_ITEM_SONG_OF_TIME, true)) ||
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(songItemId == ITEM_SONG_STORMS && GameInteractor_Should(VB_GIVE_ITEM_SONG_OF_STORMS, true))) {
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if (GameInteractor_Should(VB_GIVE_ITEM_SONG, true, songItemId)) {
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Item_Give(play, songItemId);
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}
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