Merge pull request #2906 from HarbourMasters/develop-spock

Spock -> develop
This commit is contained in:
Christopher Leggett
2023-05-23 09:18:15 -04:00
committed by GitHub
149 changed files with 448 additions and 85 deletions

View File

@@ -15,6 +15,7 @@
#endif
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define DO_ACTION_TEX_WIDTH() 48
@@ -1706,7 +1707,12 @@ u8 Return_Item_Entry(GetItemEntry itemEntry, ItemID returnItem ) {
// Processes Item_Give returns
u8 Return_Item(u8 itemID, ModIndex modId, ItemID returnItem) {
uint32_t get = GetGIID(itemID);
// ITEM_SOLD_OUT doesn't have an ItemTable entry, so pass custom entry instead
if (itemID == ITEM_SOLD_OUT) {
GetItemEntry gie = { ITEM_SOLD_OUT, 0, 0, 0, 0, 0, 0, 0, false, ITEM_FROM_NPC, ITEM_CATEGORY_LESSER, NULL };
return Return_Item_Entry(gie, returnItem);
}
int32_t get = GetGIID(itemID);
if (get == -1) {
modId = MOD_RANDOMIZER;
get = itemID;
@@ -6158,8 +6164,13 @@ void Interface_Update(PlayState* play) {
u16 tempSaleMod = gSaveContext.pendingSaleMod;
gSaveContext.pendingSale = ITEM_NONE;
gSaveContext.pendingSaleMod = MOD_NONE;
if (tempSaleMod == 0) {
tempSaleItem = GetGIID(tempSaleItem);
if (tempSaleMod == MOD_NONE) {
s16 giid = GetGIID(tempSaleItem);
if (giid == -1) {
tempSaleMod = MOD_RANDOMIZER;
} else {
tempSaleItem = giid;
}
}
GameInteractor_ExecuteOnSaleEndHooks(ItemTable_RetrieveEntry(tempSaleMod, tempSaleItem));
}

View File

@@ -604,6 +604,15 @@ void Play_Init(GameState* thisx) {
(s32)(zAllocAligned + zAllocSize) - (s32)(zAllocAligned - zAlloc));
Fault_AddClient(&D_801614B8, ZeldaArena_Display, NULL, NULL);
// In order to keep bunny hood equipped on first load, we need to pre-set the age reqs for the item and slot
if (CVarGetInteger("gMMBunnyHood", 0) || CVarGetInteger("gTimelessEquipment", 0)) {
gItemAgeReqs[ITEM_MASK_BUNNY] = 9;
if(INV_CONTENT(ITEM_TRADE_CHILD) == ITEM_MASK_BUNNY)
gSlotAgeReqs[SLOT_TRADE_CHILD] = 9;
}
else {
gItemAgeReqs[ITEM_MASK_BUNNY] = gSlotAgeReqs[SLOT_TRADE_CHILD] = 1;
}
func_800304DC(play, &play->actorCtx, play->linkActorEntry);
while (!func_800973FC(play, &play->roomCtx)) {