Fix checking gSaveContext for used small keys (#5346)

This commit is contained in:
Christopher Leggett
2025-04-07 19:07:07 -04:00
committed by GitHub
parent 4acbf799cc
commit b71a0c5803
2 changed files with 3 additions and 2 deletions

View File

@@ -2244,7 +2244,7 @@ const std::vector<uint8_t>& GetDungeonSmallKeyDoors(SceneID sceneId) {
return dungeonSmallKeyDoors[key];
}
int8_t GetUsedSmallKeyCount(SceneID sceneId) {
int8_t Logic::GetUsedSmallKeyCount(SceneID sceneId) {
const auto& smallKeyDoors = GetDungeonSmallKeyDoors(sceneId);
// Get the swch value for the scene
@@ -2252,7 +2252,7 @@ int8_t GetUsedSmallKeyCount(SceneID sceneId) {
if (gPlayState != nullptr && gPlayState->sceneNum == sceneId) {
swch = gPlayState->actorCtx.flags.swch;
} else {
swch = gSaveContext.sceneFlags[sceneId].swch;
swch = mSaveContext->sceneFlags[sceneId].swch;
}
// Count the number of small keys doors unlocked

View File

@@ -267,6 +267,7 @@ class Logic {
bool CheckEquipment(uint32_t item);
bool CheckQuestItem(uint32_t item);
void SetQuestItem(uint32_t item, bool state);
int8_t GetUsedSmallKeyCount(SceneID sceneId);
uint8_t GetSmallKeyCount(uint32_t dungeonIndex);
void SetSmallKeyCount(uint32_t dungeonIndex, uint8_t count);
bool CheckDungeonItem(uint32_t item, uint32_t dungeonIndex);