Prevent Big Octo one point cutscene from playing twice. (#5113)

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Christopher Leggett 2025-03-16 16:55:14 -04:00 committed by GitHub
parent 5b622683f4
commit a97f853a14
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GPG key ID: B5690EEEBB952194

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@ -65,7 +65,12 @@ void SkipChildRutoInteractions_Register() {
enRu1->action = 42; enRu1->action = 42;
Animation_Change(&enRu1->skelAnime, (AnimationHeader*)&gRutoChildWait2Anim, 1.0f, 0, Animation_Change(&enRu1->skelAnime, (AnimationHeader*)&gRutoChildWait2Anim, 1.0f, 0,
Animation_GetLastFrame((void*)&gRutoChildWait2Anim), ANIMMODE_LOOP, -8.0f); Animation_GetLastFrame((void*)&gRutoChildWait2Anim), ANIMMODE_LOOP, -8.0f);
enRu1->unk_28C->cameraSetting = 1; // If we aren't skipping one point cutscenes and BgBdan objects has set the camera setting
// to CAM_SET_NORMAL1 (2), don't reset the camera setting to 1. This prevents the One Point
// Cutscene of Ruto getting lifted up from getting queued up twice.
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.OnePoint"), IS_RANDO) || enRu1->unk_28C->cameraSetting != 2) {
enRu1->unk_28C->cameraSetting = 1;
}
Actor* sapphire = func_80AEB124(gPlayState); Actor* sapphire = func_80AEB124(gPlayState);
if (sapphire != NULL) { if (sapphire != NULL) {
Actor_Kill(sapphire); Actor_Kill(sapphire);