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Adds OnTransitionEnd
hook to GameInteractor
, called at the end of a transition after all mid-transition setup is called. (#2635)
Transitions final autosave location to `OnTransitionEnd`. Adds functionality to autosave to set a delayed save flag if AutoSave is set to Major or All Items and one is obtained in a grotto, to avoid grotto autosaving but still provide for the autosave when location-based saving is off. Fixes small bug with item lookup where sometimes an item's `modIndex` would sometimes be reported one way, but the way Randomizer does things it would be in a the other `modIndex`, and the lookup would fail. Minor variable name clarification in ItemTableManager. Modifies AutoSave to account for item ID overlap from `MOD_RANDOMIZER` table (all items in the randomizer table is considered major for AutoSave purposes except ice traps).
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10 changed files with 237 additions and 70 deletions
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@ -869,15 +869,8 @@ void Play_Update(PlayState* play) {
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gTrnsnUnkState = 0;
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R_UPDATE_RATE = 3;
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}
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// Autosave on area transition unless you're in a cutscene or a grotto since resuming from grottos breaks the game
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// Also don't save when you first load a file to prevent consumables like magic from being lost
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// Also don't save if there's a pending shop sale to prevent getting the item for a discount!
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if ((CVarGetInteger("gAutosave", 0) >= 1) && (CVarGetInteger("gAutosave", 0) <= 3) &&
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(gSaveContext.cutsceneIndex < 0xFFF0) && (play->gameplayFrames > 60) && (gSaveContext.pendingSale == ITEM_NONE) &&
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(play->sceneNum != SCENE_YOUSEI_IZUMI_TATE) && (play->sceneNum != SCENE_KAKUSIANA) && (play->sceneNum != SCENE_KENJYANOMA)) {
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Play_PerformSave(play);
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}
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GameInteractor_ExecuteOnTransitionEndHooks(play->sceneNum);
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}
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play->sceneLoadFlag = 0;
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} else {
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