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why constructor no work
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cad21e9547
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2 changed files with 7 additions and 3 deletions
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@ -128,6 +128,11 @@ struct SpiritLogicData {
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ConditionFn adultAccess;
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ConditionFn adultAccess;
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// The area access condition to reach this region from the boss door,
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// The area access condition to reach this region from the boss door,
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ConditionFn reverseAccess;
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ConditionFn reverseAccess;
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SpiritLogicData(uint8_t childKeys_, uint8_t childReverseKeys_, uint8_t adultKeys_,
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ConditionFn childAccess_, ConditionFn adultAccess_, ConditionFn reverseAccess_)
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: childKeys(childKeys_), childReverseKeys(childReverseKeys_), adultKeys(adultKeys_),
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childAccess(childAccess_), adultAccess(adultAccess_), reverseAccess(reverseAccess_) {}
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};
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};
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class Region {
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class Region {
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@ -161,8 +161,6 @@ void RegionTable_Init_SpiritTemple() {
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}, {
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}, {
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//Exits
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//Exits
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Entrance(RR_SPIRIT_TEMPLE_ABOVE_BOULDERS, []{return true/*CanClimb()*/;}),
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Entrance(RR_SPIRIT_TEMPLE_ABOVE_BOULDERS, []{return true/*CanClimb()*/;}),
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//Jump slash is possible as child, but pretty tight. Jumpslash as late as you can
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//A damage boost off the boulder is also possible, but you need
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Entrance(RR_SPIRIT_TEMPLE_PAST_BOULDERS, []{return logic->SpiritBouldersSilvers;}),
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Entrance(RR_SPIRIT_TEMPLE_PAST_BOULDERS, []{return logic->SpiritBouldersSilvers;}),
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});
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});
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@ -286,7 +284,8 @@ void RegionTable_Init_SpiritTemple() {
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//Spawning the chest to get here is accounted for in movement logic, so we only need to confirm it can be spawned here
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//Spawning the chest to get here is accounted for in movement logic, so we only need to confirm it can be spawned here
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LOCATION(RC_SPIRIT_TEMPLE_SUN_BLOCK_ROOM_CHEST, SpiritShared(RR_SPIRIT_TEMPLE_SUN_BLOCK_SOUTH_LEDGE,
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LOCATION(RC_SPIRIT_TEMPLE_SUN_BLOCK_ROOM_CHEST, SpiritShared(RR_SPIRIT_TEMPLE_SUN_BLOCK_SOUTH_LEDGE,
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[]{return logic->HasFireSource() ||
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[]{return logic->HasFireSource() ||
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(logic->SpiritSunBlockTorch && (logic->CanUse(RG_STICKS) || (ctx->GetTrickOption(RT_SPIRIT_SUN_CHEST) && logic->CanUse(RG_FAIRY_BOW))));})),
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(logic->SpiritSunBlockTorch && //Possible without str0 by timing a shot during a backflip from the ledge, but it's probably a separate trick
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(logic->CanUse(RG_STICKS) || (ctx->GetTrickOption(RT_SPIRIT_SUN_CHEST) && logic->CanUse(RG_FAIRY_BOW)/* && str0*/)));})),
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}, {
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}, {
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//Exits
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//Exits
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Entrance(RR_SPIRIT_TEMPLE_SUN_BLOCK_ROOM, []{return true;}),
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Entrance(RR_SPIRIT_TEMPLE_SUN_BLOCK_ROOM, []{return true;}),
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