Fix market death crash & no logic parse, limit archi console lines
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@@ -467,6 +467,7 @@ void Context::ParseArchipelagoOptions(const std::map<std::string, int>& slot_dat
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// load those in instead.
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// load those in instead.
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nlohmann::json slotData = ArchipelagoClient::GetInstance().GetSlotData();
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nlohmann::json slotData = ArchipelagoClient::GetInstance().GetSlotData();
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mOptions[RSK_LOGIC_RULES].Set(RO_LOGIC_NO_LOGIC);
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mOptions[RSK_FOREST].Set(RO_CLOSED_FOREST_OFF);
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mOptions[RSK_FOREST].Set(RO_CLOSED_FOREST_OFF);
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mOptions[RSK_KAK_GATE].Set(RO_KAK_GATE_OPEN);
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mOptions[RSK_KAK_GATE].Set(RO_KAK_GATE_OPEN);
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mOptions[RSK_DOOR_OF_TIME].Set(RO_DOOROFTIME_OPEN);
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mOptions[RSK_DOOR_OF_TIME].Set(RO_DOOROFTIME_OPEN);
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@@ -27,10 +27,16 @@ void ArchipelagoConsole_SendMessage(const char* fmt, ...) {
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std::vector<ArchipelagoClient::ColoredTextNode> line;
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std::vector<ArchipelagoClient::ColoredTextNode> line;
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line.push_back(node);
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line.push_back(node);
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Items.push_back(line);
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Items.push_back(line);
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if (Items.size() > 50) {
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Items.erase(Items.begin());
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}
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}
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}
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void ArchipelagoConsole_PrintJson(const std::vector<ArchipelagoClient::ColoredTextNode> nodes) {
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void ArchipelagoConsole_PrintJson(const std::vector<ArchipelagoClient::ColoredTextNode> nodes) {
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Items.push_back(nodes);
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Items.push_back(nodes);
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if (Items.size() > 50) {
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Items.erase(Items.begin());
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}
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}
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}
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void ArchipelagoConsoleWindow::DrawElement() {
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void ArchipelagoConsoleWindow::DrawElement() {
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@@ -410,8 +410,7 @@ BgImage* func_80096A74(PolygonType1* polygon1, PlayState* play) {
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camera = GET_ACTIVE_CAM(play);
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camera = GET_ACTIVE_CAM(play);
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camId = camera->camDataIdx;
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camId = camera->camDataIdx;
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if (camId == -1 && (CVarGetInteger(CVAR_CHEAT("NoRestrictItems"), 0) ||
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if (camId == -1) {
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(CVarGetInteger(CVAR_REMOTE_CROWD_CONTROL("Enabled"), 0)))) {
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// This prevents a crash when using items that change the
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// This prevents a crash when using items that change the
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// camera (such as din's fire), voiding out or dying on
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// camera (such as din's fire), voiding out or dying on
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// scenes with prerendered backgrounds.
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// scenes with prerendered backgrounds.
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