Skip trial barrier dispel cutscenes (#5464)

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Jordan Longstaff 2025-05-01 23:27:20 -04:00 committed by GitHub
parent bc3b17f4ab
commit 19eb4f39ab
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4 changed files with 40 additions and 8 deletions

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@ -1358,6 +1358,14 @@ typedef enum {
// - `*BgTreemouth`
VB_PLAY_DEKU_TREE_INTRO_CS,
// #### `result`
// ```c
// true
// ```
// #### `args`
// - `*DemoKekkai`
VB_PLAY_DISPEL_BARRIER_CS,
// #### `result`
// ```c
// true

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@ -19,6 +19,7 @@ extern "C" {
#include "src/overlays/actors/ovl_En_Zl4/z_en_zl4.h"
#include "src/overlays/actors/ovl_En_Box/z_en_box.h"
#include "src/overlays/actors/ovl_Demo_Im/z_demo_im.h"
#include "src/overlays/actors/ovl_Demo_Kekkai/z_demo_kekkai.h"
#include "src/overlays/actors/ovl_En_Sa/z_en_sa.h"
#include "src/overlays/actors/ovl_Bg_Ddan_Kd/z_bg_ddan_kd.h"
#include "src/overlays/actors/ovl_En_Tk/z_en_tk.h"
@ -465,6 +466,26 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li
*should = false;
}
break;
case VB_PLAY_DISPEL_BARRIER_CS: {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.OnePoint"), IS_RANDO)) {
static s16 trialEntrances[] = {
0,
ENTR_INSIDE_GANONS_CASTLE_3,
ENTR_INSIDE_GANONS_CASTLE_6,
ENTR_INSIDE_GANONS_CASTLE_5,
ENTR_INSIDE_GANONS_CASTLE_4,
ENTR_INSIDE_GANONS_CASTLE_7,
ENTR_INSIDE_GANONS_CASTLE_2,
};
RateLimitedSuccessChime();
DemoKekkai* kekkai = va_arg(args, DemoKekkai*);
gPlayState->nextEntranceIndex = trialEntrances[kekkai->actor.params];
gPlayState->transitionTrigger = TRANS_TRIGGER_START;
gPlayState->transitionType = TRANS_TYPE_FADE_BLACK;
*should = false;
}
break;
}
case VB_OWL_INTERACTION: {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipOwlInteractions"), IS_RANDO) && *should) {
EnOwl* enOwl = va_arg(args, EnOwl*);

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@ -7,6 +7,7 @@
#include "z_demo_kekkai.h"
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
#include "scenes/dungeons/ganontika/ganontika_scene.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/ResourceManagerHelpers.h"
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
@ -257,13 +258,15 @@ void DemoKekkai_TrialBarrierIdle(Actor* thisx, PlayState* play) {
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider1.base);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider1.base);
if (this->collider2.base.acFlags & AC_HIT) {
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
// "I got it"
LOG_STRING("当ったよ");
this->actor.update = DemoKekkai_TrialBarrierDispel;
this->timer = 0;
play->csCtx.segment = SEGMENTED_TO_VIRTUAL(sSageCutscenes[this->actor.params]);
gSaveContext.cutsceneTrigger = 1;
if (GameInteractor_Should(VB_PLAY_DISPEL_BARRIER_CS, true, this)) {
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
// "I got it"
LOG_STRING("当ったよ");
this->actor.update = DemoKekkai_TrialBarrierDispel;
this->timer = 0;
play->csCtx.segment = SEGMENTED_TO_VIRTUAL(sSageCutscenes[this->actor.params]);
gSaveContext.cutsceneTrigger = 1;
}
}
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider2.base);
func_8002F974(&this->actor, NA_SE_EV_TOWER_ENERGY - SFX_FLAG);

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@ -6,7 +6,7 @@
struct DemoKekkai;
typedef void (*DemoKekkaiUpdateFunc)(struct DemoKekkai* this, PlayState* play);
typedef void (*DemoKekkaiUpdateFunc)(struct DemoKekkai* thisx, PlayState* play);
typedef struct DemoKekkai {
/* 0x0000 */ Actor actor;