Enhancement: Room/Scene Timers (#2478)
* Groundwork on scene/room timers; naming changes * added to save manager; reworked storing timestamps * actually saved stuff to savemanager; accounted for null playstate * finally fixed the fucking timers * Added scene mapping * Added CVar for room/scene level; fixed some displays * reworked logic * increase name spec for scene timestamps * Actually save item timestamps when loading v3 save * Cleanup * fix merge artifact * apply suggestions
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@@ -647,6 +647,33 @@ void Play_Init(GameState* thisx) {
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gSaveContext.natureAmbienceId = play->sequenceCtx.natureAmbienceId;
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func_8002DF18(play, GET_PLAYER(play));
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AnimationContext_Update(play, &play->animationCtx);
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if (gSaveContext.sohStats.sceneNum != gPlayState->sceneNum) {
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u16 idx = gSaveContext.sohStats.tsIdx;
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gSaveContext.sohStats.sceneTimestamps[idx].sceneTime = gSaveContext.sohStats.sceneTimer / 2;
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gSaveContext.sohStats.sceneTimestamps[idx].roomTime = gSaveContext.sohStats.roomTimer / 2;
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gSaveContext.sohStats.sceneTimestamps[idx].scene = gSaveContext.sohStats.sceneNum;
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gSaveContext.sohStats.sceneTimestamps[idx].room = gSaveContext.sohStats.roomNum;
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gSaveContext.sohStats.sceneTimestamps[idx].isRoom =
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gPlayState->sceneNum == gSaveContext.sohStats.sceneTimestamps[idx].scene &&
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gPlayState->roomCtx.curRoom.num != gSaveContext.sohStats.sceneTimestamps[idx].room;
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gSaveContext.sohStats.tsIdx++;
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gSaveContext.sohStats.sceneTimer = 0;
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gSaveContext.sohStats.roomTimer = 0;
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} else if (gSaveContext.sohStats.roomNum != gPlayState->roomCtx.curRoom.num) {
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u16 idx = gSaveContext.sohStats.tsIdx;
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gSaveContext.sohStats.sceneTimestamps[idx].roomTime = gSaveContext.sohStats.roomTimer / 2;
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gSaveContext.sohStats.sceneTimestamps[idx].scene = gSaveContext.sohStats.sceneNum;
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gSaveContext.sohStats.sceneTimestamps[idx].room = gSaveContext.sohStats.roomNum;
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gSaveContext.sohStats.sceneTimestamps[idx].isRoom =
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gPlayState->sceneNum == gSaveContext.sohStats.sceneTimestamps[idx].scene &&
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gPlayState->roomCtx.curRoom.num != gSaveContext.sohStats.sceneTimestamps[idx].room;
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gSaveContext.sohStats.tsIdx++;
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gSaveContext.sohStats.roomTimer = 0;
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}
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gSaveContext.sohStats.sceneNum = gPlayState->sceneNum;
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gSaveContext.sohStats.roomNum = gPlayState->roomCtx.curRoom.num;
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gSaveContext.respawnFlag = 0;
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#if 0
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if (dREG(95) != 0) {
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@@ -1085,6 +1112,8 @@ void Play_Update(PlayState* play) {
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// Gameplay stat tracking
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if (!gSaveContext.sohStats.gameComplete) {
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gSaveContext.sohStats.playTimer++;
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gSaveContext.sohStats.sceneTimer++;
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gSaveContext.sohStats.roomTimer++;
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if (CVarGetInteger("gMMBunnyHood", 0) && Player_GetMask(play) == PLAYER_MASK_BUNNY) {
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gSaveContext.sohStats.count[COUNT_TIME_BUNNY_HOOD]++;
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