avoid otrglobals, fixes

This commit is contained in:
Demur Rumed 2025-04-17 16:22:56 +00:00
parent 21724f4bfa
commit 03df49004b
11 changed files with 148 additions and 169 deletions

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@ -1,7 +1,5 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h" #include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h" #include "soh/ShipInit.hpp"
#include "soh/OTRGlobals.h"
#include "spdlog/spdlog.h"
extern "C" { extern "C" {
#include "z64save.h" #include "z64save.h"

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@ -1,7 +1,5 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h" #include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h" #include "soh/ShipInit.hpp"
#include "soh/OTRGlobals.h"
#include "spdlog/spdlog.h"
extern "C" { extern "C" {
#include "z64save.h" #include "z64save.h"

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@ -1,6 +1,6 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h" #include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h" #include "soh/Enhancements/randomizer/context.h"
#include "soh/OTRGlobals.h" #include "soh/ShipInit.hpp"
extern "C" { extern "C" {
#include "z64save.h" #include "z64save.h"
@ -15,7 +15,7 @@ void RegisterSkipIntro() {
// If we're playing rando and if starting age is adult and/or overworld spawns are shuffled we need to skip // If we're playing rando and if starting age is adult and/or overworld spawns are shuffled we need to skip
// the cutscene regardless of the enhancement being on. // the cutscene regardless of the enhancement being on.
bool adultStart = gSaveContext.linkAge == LINK_AGE_ADULT; bool adultStart = gSaveContext.linkAge == LINK_AGE_ADULT;
bool shuffleEntrances = OTRGlobals::Instance->gRandoContext->GetOption(RSK_SHUFFLE_ENTRANCES).Is(true); bool shuffleEntrances = Rando::Context::GetInstance()->GetOption(RSK_SHUFFLE_ENTRANCES).Is(true);
if ((CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Intro"), IS_RANDO) || if ((CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Intro"), IS_RANDO) ||
(IS_RANDO && (adultStart || shuffleEntrances))) && (IS_RANDO && (adultStart || shuffleEntrances))) &&
gSaveContext.cutsceneIndex == 0xFFF1) { gSaveContext.cutsceneIndex == 0xFFF1) {
@ -46,4 +46,4 @@ void RegisterSkipIntro() {
}); });
} }
static RegisterShipInitFunc initFunc(RegisterSkipIntro, {}); static RegisterShipInitFunc initFunc(RegisterSkipIntro);

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@ -1,6 +1,7 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h" #include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h" #include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h" #include "soh/Enhancements/randomizer/context.h"
#include "soh/ShipInit.hpp"
extern "C" { extern "C" {
#include "macros.h" #include "macros.h"
@ -14,118 +15,6 @@ extern "C" {
static bool sEnteredBlueWarp = false; static bool sEnteredBlueWarp = false;
/**
* This will override the transitions into the blue warp cutscenes, set any appropriate flags, and
* set the entrance index to where you would normally end up after the blue warp cutscene. This
* should also account for the difference between your first and following visits to the blue warp.
*/
void SkipBlueWarp_ShouldPlayTransitionCS(GIVanillaBehavior _, bool* should, va_list originalArgs) {
// Do nothing when in a boss rush
if (IS_BOSS_RUSH) {
return;
}
bool overrideBlueWarpDestinations =
IS_RANDO && (RAND_GET_OPTION(RSK_SHUFFLE_DUNGEON_ENTRANCES) != RO_DUNGEON_ENTRANCE_SHUFFLE_OFF ||
RAND_GET_OPTION(RSK_SHUFFLE_BOSS_ENTRANCES) != RO_BOSS_ROOM_ENTRANCE_SHUFFLE_OFF);
// Force blue warp skip on when ER needs to place Link somewhere else.
// This is preferred over having story cutscenes play in the overworld and then reloading Link somewhere else after.
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO) || overrideBlueWarpDestinations) {
bool isBlueWarpCutscene = false;
// Deku Tree Blue warp
if (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0 && gSaveContext.cutsceneIndex == 0xFFF1) {
gSaveContext.entranceIndex = ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP;
isBlueWarpCutscene = true;
// Dodongo's Cavern Blue warp
} else if (gSaveContext.entranceIndex == ENTR_DEATH_MOUNTAIN_TRAIL_BOTTOM_EXIT &&
gSaveContext.cutsceneIndex == 0xFFF1) {
gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_TRAIL_DODONGO_BLUE_WARP;
isBlueWarpCutscene = true;
// Jabu Jabu's Blue warp
} else if (gSaveContext.entranceIndex == ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP &&
gSaveContext.cutsceneIndex == 0xFFF0) {
gSaveContext.entranceIndex = ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP;
isBlueWarpCutscene = true;
// Forest Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 &&
gSaveContext.chamberCutsceneNum == CHAMBER_CS_FOREST) {
// Normally set in the blue warp cutscene
Flags_SetEventChkInf(EVENTCHKINF_SPOKE_TO_DEKU_TREE_SPROUT);
if (IS_RANDO) {
gSaveContext.entranceIndex = ENTR_SACRED_FOREST_MEADOW_FOREST_TEMPLE_BLUE_WARP;
} else {
gSaveContext.entranceIndex = ENTR_KOKIRI_FOREST_12;
}
isBlueWarpCutscene = true;
// Fire Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_KAKARIKO_VILLAGE_FRONT_GATE &&
gSaveContext.cutsceneIndex == 0xFFF3) {
// Normally set in the blue warp cutscene
Flags_SetEventChkInf(EVENTCHKINF_DEATH_MOUNTAIN_ERUPTED);
gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_CRATER_FIRE_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = true;
// Water Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 &&
gSaveContext.chamberCutsceneNum == CHAMBER_CS_WATER) {
// Normally set in the blue warp cutscene
gSaveContext.dayTime = gSaveContext.skyboxTime = 0x4800;
Flags_SetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER);
gSaveContext.entranceIndex = ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = true;
// Spirit Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 &&
gSaveContext.chamberCutsceneNum == CHAMBER_CS_SPIRIT) {
gSaveContext.entranceIndex = ENTR_DESERT_COLOSSUS_SPIRIT_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = true;
// Shadow Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 &&
gSaveContext.chamberCutsceneNum == CHAMBER_CS_SHADOW) {
gSaveContext.entranceIndex = ENTR_GRAVEYARD_SHADOW_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = true;
}
if (isBlueWarpCutscene) {
if (gSaveContext.entranceIndex != ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP) {
// Normally set in the blue warp cutscene
gSaveContext.dayTime = gSaveContext.skyboxTime = 0x8000;
}
*should = false;
gSaveContext.cutsceneIndex = 0;
}
// This is outside the above condition because we want to handle both first and following visits to the blue
// warp
if (sEnteredBlueWarp && overrideBlueWarpDestinations) {
Entrance_OverrideBlueWarp();
}
}
sEnteredBlueWarp = false;
}
/**
* Using this hook to simply observe that Link has entered a bluewarp
* This way we know to allow entrance rando overrides to be processed on the next tranisition hook
*/
void SkipBlueWarp_ShouldPlayBlueWarpCS(GIVanillaBehavior _, bool* should, va_list originalArgs) {
sEnteredBlueWarp = true;
}
/**
* While we could rely on the Item_Give that's normally called, it's not very clear to the player that they
* received the item when skipping the blue warp cutscene, so we'll prevent that and queue it up to be given
* to the player instead.
*/
void SkipBlueWarp_ShouldGiveItem(GIVanillaBehavior _, bool* should, va_list originalArgs) {
*should = false;
}
// Todo: Move item queueing here // Todo: Move item queueing here
/** /**
@ -153,34 +42,138 @@ void SkipBlueWarp_OnActorUpdate(void* actorPtr) {
} }
} }
/**
* This will ensure that the Deku Tree Sprout considers the Forest Temple finished when you skip the blue warp cutscene.
* Typically this checks for if you have the medallion, and when skipping the cutscene at this point you don't have it
* yet.
*/
void SkipBlueWarp_ShouldDekuJrConsiderForestTempleFinished(GIVanillaBehavior _, bool* should, va_list originalArgs) {
if (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP && gSaveContext.cutsceneIndex == 0xFFF1) {
*should = Flags_GetEventChkInf(EVENTCHKINF_USED_FOREST_TEMPLE_BLUE_WARP);
}
}
void RegisterSkipBlueWarp() { void RegisterSkipBlueWarp() {
COND_ID_HOOK(OnActorUpdate, ACTOR_EN_KO, COND_ID_HOOK(OnActorUpdate, ACTOR_EN_KO,
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO), CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO),
SkipBlueWarp_OnActorUpdate); SkipBlueWarp_OnActorUpdate);
COND_ID_HOOK(OnVanillaBehavior, VB_DEKU_JR_CONSIDER_FOREST_TEMPLE_FINISHED,
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO), /**
SkipBlueWarp_ShouldDekuJrConsiderForestTempleFinished); * This will ensure that the Deku Tree Sprout considers the Forest Temple finished when you skip the blue warp
COND_ID_HOOK(OnVanillaBehavior, VB_GIVE_ITEM_FROM_BLUE_WARP, * cutscene. Typically this checks for if you have the medallion, and when skipping the cutscene at this point you
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO), * don't have it yet.
SkipBlueWarp_ShouldGiveItem); */
COND_VB_SHOULD(VB_DEKU_JR_CONSIDER_FOREST_TEMPLE_FINISHED,
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO), {
if (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP &&
gSaveContext.cutsceneIndex == 0xFFF1) {
*should = Flags_GetEventChkInf(EVENTCHKINF_USED_FOREST_TEMPLE_BLUE_WARP);
}
});
/**
* While we could rely on the Item_Give that's normally called, it's not very clear to the player that they
* received the item when skipping the blue warp cutscene, so we'll prevent that and queue it up to be given
* to the player instead.
*/
COND_VB_SHOULD(VB_GIVE_ITEM_FROM_BLUE_WARP,
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO), { *should = false; });
} }
void RegisterShouldPlayBlueWarp() { void RegisterShouldPlayBlueWarp() {
COND_ID_HOOK(OnVanillaBehavior, VB_PLAY_TRANSITION_CS, true, SkipBlueWarp_ShouldPlayTransitionCS); /**
COND_ID_HOOK(OnVanillaBehavior, VB_PLAY_BLUE_WARP_CS, true, SkipBlueWarp_ShouldPlayBlueWarpCS); * This will override the transitions into the blue warp cutscenes, set any appropriate flags, and
* set the entrance index to where you would normally end up after the blue warp cutscene. This
* should also account for the difference between your first and following visits to the blue warp.
*/
REGISTER_VB_SHOULD(VB_PLAY_TRANSITION_CS, {
// Do nothing when in a boss rush
if (IS_BOSS_RUSH) {
return;
}
bool overrideBlueWarpDestinations =
IS_RANDO && (RAND_GET_OPTION(RSK_SHUFFLE_DUNGEON_ENTRANCES) != RO_DUNGEON_ENTRANCE_SHUFFLE_OFF ||
RAND_GET_OPTION(RSK_SHUFFLE_BOSS_ENTRANCES) != RO_BOSS_ROOM_ENTRANCE_SHUFFLE_OFF);
// Force blue warp skip on when ER needs to place Link somewhere else.
// This is preferred over having story cutscenes play in the overworld and then reloading Link somewhere else
// after.
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO) ||
overrideBlueWarpDestinations) {
bool isBlueWarpCutscene = false;
// Deku Tree Blue warp
if (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0 && gSaveContext.cutsceneIndex == 0xFFF1) {
gSaveContext.entranceIndex = ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP;
isBlueWarpCutscene = true;
// Dodongo's Cavern Blue warp
} else if (gSaveContext.entranceIndex == ENTR_DEATH_MOUNTAIN_TRAIL_BOTTOM_EXIT &&
gSaveContext.cutsceneIndex == 0xFFF1) {
gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_TRAIL_DODONGO_BLUE_WARP;
isBlueWarpCutscene = true;
// Jabu Jabu's Blue warp
} else if (gSaveContext.entranceIndex == ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP &&
gSaveContext.cutsceneIndex == 0xFFF0) {
gSaveContext.entranceIndex = ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP;
isBlueWarpCutscene = true;
// Forest Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 &&
gSaveContext.chamberCutsceneNum == CHAMBER_CS_FOREST) {
// Normally set in the blue warp cutscene
Flags_SetEventChkInf(EVENTCHKINF_SPOKE_TO_DEKU_TREE_SPROUT);
if (IS_RANDO) {
gSaveContext.entranceIndex = ENTR_SACRED_FOREST_MEADOW_FOREST_TEMPLE_BLUE_WARP;
} else {
gSaveContext.entranceIndex = ENTR_KOKIRI_FOREST_12;
}
isBlueWarpCutscene = true;
// Fire Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_KAKARIKO_VILLAGE_FRONT_GATE &&
gSaveContext.cutsceneIndex == 0xFFF3) {
// Normally set in the blue warp cutscene
Flags_SetEventChkInf(EVENTCHKINF_DEATH_MOUNTAIN_ERUPTED);
gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_CRATER_FIRE_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = true;
// Water Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 &&
gSaveContext.chamberCutsceneNum == CHAMBER_CS_WATER) {
// Normally set in the blue warp cutscene
gSaveContext.dayTime = gSaveContext.skyboxTime = 0x4800;
Flags_SetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER);
gSaveContext.entranceIndex = ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = true;
// Spirit Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 &&
gSaveContext.chamberCutsceneNum == CHAMBER_CS_SPIRIT) {
gSaveContext.entranceIndex = ENTR_DESERT_COLOSSUS_SPIRIT_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = true;
// Shadow Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 &&
gSaveContext.chamberCutsceneNum == CHAMBER_CS_SHADOW) {
gSaveContext.entranceIndex = ENTR_GRAVEYARD_SHADOW_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = true;
}
if (isBlueWarpCutscene) {
if (gSaveContext.entranceIndex != ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP) {
// Normally set in the blue warp cutscene
gSaveContext.dayTime = gSaveContext.skyboxTime = 0x8000;
}
*should = false;
gSaveContext.cutsceneIndex = 0;
}
// This is outside the above condition because we want to handle both first and following visits to the blue
// warp
if (sEnteredBlueWarp && overrideBlueWarpDestinations) {
Entrance_OverrideBlueWarp();
}
}
sEnteredBlueWarp = false;
});
/**
* Using this hook to simply observe that Link has entered a bluewarp
* This way we know to allow entrance rando overrides to be processed on the next tranisition hook
*/
REGISTER_VB_SHOULD(VB_PLAY_BLUE_WARP_CS, { sEnteredBlueWarp = true; });
} }
static RegisterShipInitFunc initFunc(RegisterSkipBlueWarp, static RegisterShipInitFunc initFunc(RegisterSkipBlueWarp,
{ CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), "IS_RANDO" }); { CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), "IS_RANDO" });
static RegisterShipInitFunc initFunc2(RegisterShouldPlayBlueWarp, {}); static RegisterShipInitFunc initFunc2(RegisterShouldPlayBlueWarp);

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@ -1,6 +1,5 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h" #include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h" #include "soh/ShipInit.hpp"
#include "soh/OTRGlobals.h"
extern "C" { extern "C" {
#include "src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.h" #include "src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.h"

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@ -1,6 +1,6 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h" #include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h" #include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h" #include "soh/ShipInit.hpp"
extern "C" { extern "C" {
#include "z64save.h" #include "z64save.h"

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@ -1,6 +1,5 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h" #include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h" #include "soh/ShipInit.hpp"
#include "soh/OTRGlobals.h"
extern "C" { extern "C" {
#include "src/overlays/actors/ovl_En_Zl4/z_en_zl4.h" #include "src/overlays/actors/ovl_En_Zl4/z_en_zl4.h"

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@ -1,6 +1,5 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h" #include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h" #include "soh/ShipInit.hpp"
#include "soh/OTRGlobals.h"
extern "C" { extern "C" {
#include "z64save.h" #include "z64save.h"
@ -8,16 +7,6 @@ extern "C" {
extern SaveContext gSaveContext; extern SaveContext gSaveContext;
} }
void SkipZeldaFleeingCastle_ShouldPlayTransitionCS(GIVanillaBehavior _, bool* should, va_list originalArgs) {
if (gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_PAST_BRIDGE_SPAWN && gSaveContext.cutsceneIndex == 0xFFF1) {
// Normally set in the cutscene
gSaveContext.dayTime = gSaveContext.skyboxTime = 0x4AAA;
gSaveContext.cutsceneIndex = 0;
*should = false;
}
}
/** /**
* When this cutscene is skipped, walking up to the bridge to castle town triggers a quick fade in/out * When this cutscene is skipped, walking up to the bridge to castle town triggers a quick fade in/out
* which can be confusing to beginners, because they need to then fetch the Ocarina of Time from the water. * which can be confusing to beginners, because they need to then fetch the Ocarina of Time from the water.
@ -61,9 +50,15 @@ void RegisterSkipZeldaFleeingCastle() {
COND_ID_HOOK(OnActorInit, ACTOR_ITEM_OCARINA, COND_ID_HOOK(OnActorInit, ACTOR_ITEM_OCARINA,
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO), CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO),
SkipZeldaFleeingCastle_OnActorInit); SkipZeldaFleeingCastle_OnActorInit);
COND_ID_HOOK(OnVanillaBehavior, VB_PLAY_TRANSITION_CS, COND_VB_SHOULD(VB_PLAY_TRANSITION_CS, CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO), {
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO), if (gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_PAST_BRIDGE_SPAWN && gSaveContext.cutsceneIndex == 0xFFF1) {
SkipZeldaFleeingCastle_ShouldPlayTransitionCS); // Normally set in the cutscene
gSaveContext.dayTime = gSaveContext.skyboxTime = 0x4AAA;
gSaveContext.cutsceneIndex = 0;
*should = false;
}
});
} }
static RegisterShipInitFunc initFunc(RegisterSkipZeldaFleeingCastle, static RegisterShipInitFunc initFunc(RegisterSkipZeldaFleeingCastle,

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@ -1,6 +1,5 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h" #include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h" #include "soh/ShipInit.hpp"
#include "soh/OTRGlobals.h"
extern "C" { extern "C" {
#include "src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.h" #include "src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.h"

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@ -1,6 +1,5 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h" #include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h" #include "soh/ShipInit.hpp"
#include "soh/OTRGlobals.h"
extern "C" { extern "C" {
#include "z64save.h" #include "z64save.h"

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@ -1,6 +1,5 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h" #include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h" #include "soh/ShipInit.hpp"
#include "soh/OTRGlobals.h"
extern "C" { extern "C" {
#include "overlays/actors/ovl_En_Ru1/z_en_ru1.h" #include "overlays/actors/ovl_En_Ru1/z_en_ru1.h"