Refactor network usage and adapt Sail/CC to changes
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@@ -335,7 +335,7 @@ void EnItem00_SetupAction(EnItem00* this, EnItem00ActionFunc actionFunc) {
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void EnItem00_SetObjectDependency(EnItem00* this, PlayState* play, s16 objectIndex) {
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// Remove object dependency for Enemy Randomizer and Crowd Control to allow Like-likes to
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// drop equipment correctly in rooms where Like-likes normally don't spawn.
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if (CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0) || (CVarGetInteger(CVAR_REMOTE("Scheme"), GI_SCHEME_SAIL) == GI_SCHEME_CROWD_CONTROL && CVarGetInteger(CVAR_REMOTE("Enabled"), 0))) {
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if (CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0) || (CVarGetInteger(CVAR_REMOTE_CROWD_CONTROL("Enabled"), 0))) {
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this->actor.objBankIndex = 0;
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} else {
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this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, objectIndex);
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@@ -413,7 +413,7 @@ BgImage* func_80096A74(PolygonType1* polygon1, PlayState* play) {
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camera = GET_ACTIVE_CAM(play);
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camId = camera->camDataIdx;
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if (camId == -1 && (CVarGetInteger(CVAR_CHEAT("NoRestrictItems"), 0) || (CVarGetInteger(CVAR_REMOTE("Scheme"), GI_SCHEME_SAIL) == GI_SCHEME_CROWD_CONTROL && CVarGetInteger(CVAR_REMOTE("Enabled"), 0)))) {
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if (camId == -1 && (CVarGetInteger(CVAR_CHEAT("NoRestrictItems"), 0) || (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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// camera (such as din's fire), voiding out or dying on
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// scenes with prerendered backgrounds.
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