Add N64 weird frames and OOB Bombchus cvars (#602)
* Add gN64WeirdFrames and gBombchuOOB cvars * Rename gBombchuOOB to gBombchusOOB * Fix pipeline
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@@ -845,6 +845,12 @@ AnimationEntry* AnimationContext_AddEntry(AnimationContext* animationCtx, Animat
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*/
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void AnimationContext_SetLoadFrame(GlobalContext* globalCtx, LinkAnimationHeader* animation, s32 frame, s32 limbCount,
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Vec3s* frameTable) {
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if (CVar_GetS32("gN64WeirdFrames", 0) && frame < 0) {
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Vec3s* src = (Vec3s*)getN64WeirdFrame((sizeof(Vec3s) * limbCount + 2) * frame);
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memcpy(frameTable, src, sizeof(Vec3s) * limbCount + 2);
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return;
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}
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AnimationEntry* entry = AnimationContext_AddEntry(&globalCtx->animationCtx, ANIMENTRY_LOADFRAME);
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if (entry != NULL)
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@@ -138,6 +138,11 @@ void EnBomChu_UpdateFloorPoly(EnBomChu* this, CollisionPoly* floorPoly, GlobalCo
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f32 normDotUp;
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MtxF mf;
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if (CVar_GetS32("gBombchusOOB", 0) && floorPoly == NULL) {
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EnBomChu_Explode(this, globalCtx);
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return;
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}
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this->actor.floorPoly = floorPoly;
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normal.x = COLPOLY_GET_NORMAL(floorPoly->normal.x);
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