Randomizer feature: Triforce Hunt (#3062)
* Initial work to make triforce pieces their own rando item * Disable triforce greyscaling * Better triforce model, finish adding triforce pieces to logic * Triforce model is now a shard * Credits warp + start of item tracker * Initial item tracker stuff * Completed triangle on triforce completion * Completed triforce model on GI done * Multiple triforce piece models * Triforce pieces in save editor & fix build * Finish item tracker * Gameplaystats timestamp * Revert parts of logic * More reverting * Start of making Triforce Hunt the win condition * Bit of cleanup * Triforce pieces can show up as icetraps * Grant GBK to player after hunt is completed * Better text boxes * Disable GBK option in ImGui with Triforce Hunt on * Clean-up * Forced save on completion improvements * Update Item Tracker Settings initial size * Small ImGui adjustments * French translation and update defaults * Finish translations * Fix timer completion & 50+ triforce pieces * Remove GI_ and ITEM_ enum usage, add french ice trap names * Fix build & small fixes * Review comments * Comment clarification
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@@ -2318,7 +2318,10 @@ void Play_PerformSave(PlayState* play) {
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} else {
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Save_SaveFile();
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}
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if (CVarGetInteger("gAutosave", AUTOSAVE_OFF) != AUTOSAVE_OFF) {
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uint8_t triforceHuntCompleted =
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gSaveContext.n64ddFlag && gSaveContext.triforcePiecesCollected == Randomizer_GetSettingValue(RSK_TRIFORCE_HUNT_PIECES_REQUIRED) &&
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Randomizer_GetSettingValue(RSK_TRIFORCE_HUNT);
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if (CVarGetInteger("gAutosave", AUTOSAVE_OFF) != AUTOSAVE_OFF || triforceHuntCompleted) {
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Overlay_DisplayText(3.0f, "Game Saved");
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}
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}
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