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Feature: Crowd Control Integration (#1568)
* Start effects * Disable input to game when typing in console * Add gravity support * noUI placeholder * Add rest of effects to console * Remove z_play code * Add rupee modification * Add OneHit KO (#27) * few fix and paper Link * Better method and now use the reset flag * Revert "Better method and now use the reset flag" This reverts commit2aafcc1df2
. * Revert "few fix and paper Link" This reverts commit65e76dcfee
. * Paper Link & few fixes (#28) * Implement pacifist mode (#30) * Implement cucco storm (#31) * Add no UI functionality (#32) * Enable CrowdControl on windows (#33) * Use std::format and implement wallmaster * Implement defense modifier * Implement no_z and clean up * Implement reverse controls * Some fixes while testing CC connection * Implement speed modifier and fix defese modifier * Fail magic effects if magic is not acquired * Fix queue system * Implement rainstorm * Some cleanup * Use IS_ZERO to handle very low near zero values * Split some effects * Fix emptying magic * Don’t run cucco on pre-rendered backgrounds * Use correct method for updating ruppees * Fix decreasing speed * Remove old SDL stuff * Remove old fixes * Enable Crowd Control for both debug and release * Add missing returns * Cleanup event firing * Further clean up on event firing * Fix some bugs * CC fixes and enemy spawning (#35) * Fix icetraps * Fix title screen * Fix pause screen * Fix death screen timer & Code cleanup * Fix timer during textboxes * Code cleanup * Add: Multiple enemy spawning * More enemies + more code cleanup (#36) * Enums for returning effect states * Add more enemies * Update CrowdControl.cpp * Remove enums from enemies * Fix up flow for events (#37) # Conflicts: # soh/soh/Enhancements/crowd-control/CrowdControl.cpp * Fix spawn position of likelike * CC temp enemy fixes (#38) * Check for pause in pacifist and allow button presses (#39) * Fix Pacifist mode (#41) * First attempt pacifier fix * Real fix for pacifist mode * Comment * Remove cutscene and long delay from cucco_storm (#40) * Some PR Fixes * Use standard types * Handle JSON parsing error and free memory * Add CC configuration file * Add: Giving deku shield option. Fix: Giant Lonk (#42) * Small stalfos fix (#43) * Syntax Improvements (#44) * Revert bools to uint32_t * Add comment about bools * Fix cucco storm, fix empty heart (#45) * Protect commands vector with mutex * prefix effects with chaosEffect (#46) Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: briaguya <briaguya@alice>
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18 changed files with 1531 additions and 47 deletions
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@ -1076,6 +1076,8 @@ void Interface_SetDoAction(GlobalContext* globalCtx, u16 action);
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void Interface_SetNaviCall(GlobalContext* globalCtx, u16 naviCallState);
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void Interface_LoadActionLabelB(GlobalContext* globalCtx, u16 action);
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s32 Health_ChangeBy(GlobalContext* globalCtx, s16 healthChange);
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void Health_GiveHearts(s16 hearts);
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void Health_RemoveHearts(s16 hearts);
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void Rupees_ChangeBy(s16 rupeeChange);
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void Inventory_ChangeAmmo(s16 item, s16 ammoChange);
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void Magic_Fill(GlobalContext* globalCtx);
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@ -1091,6 +1093,7 @@ f32 Path_OrientAndGetDistSq(Actor* actor, Path* path, s16 waypoint, s16* yaw);
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void Path_CopyLastPoint(Path* path, Vec3f* dest);
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void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx);
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s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input);
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u8 PlayerGrounded(Player* player);
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void Player_SetBootData(GlobalContext* globalCtx, Player* player);
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s32 Player_InBlockingCsMode(GlobalContext* globalCtx, Player* player);
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s32 Player_InCsMode(GlobalContext* globalCtx);
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@ -1103,6 +1106,7 @@ void Player_SetModelGroup(Player* player, s32 modelGroup);
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void func_8008EC70(Player* player);
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void Player_SetEquipmentData(GlobalContext* globalCtx, Player* player);
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void Player_UpdateBottleHeld(GlobalContext* globalCtx, Player* player, s32 item, s32 actionParam);
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void func_80837C0C(GlobalContext* globalCtx, Player* this, s32 arg2, f32 arg3, f32 arg4, s16 arg5, s32 arg6);
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void func_8008EDF0(Player* player);
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void func_8008EE08(Player* player);
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void func_8008EEAC(GlobalContext* globalCtx, Actor* actor);
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