Fix: some greg hint stuff (#2557)

Co-authored-by: briaguya <briaguya@alice>
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briaguya 2023-02-28 12:23:22 -05:00 committed by GitHub
commit 2df6acc908
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2 changed files with 8 additions and 10 deletions

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@ -104,15 +104,11 @@ void func_80B1778C(EnTakaraMan* this, PlayState* play) {
if (!this->unk_21A && this->unk_214) {
if (Flags_GetSwitch(play, 0x32)) {
// text id 0x84 is used in places other than the treasure chest game.
// in order to provide a unique text id that can be replaced for the custom
// greg hint, we set it to 0x6E instead
if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_GREG_HINT)) {
this->actor.textId = 0x6E;
} else {
this->actor.textId = 0x84; //Thanks a lot! (Lost)
}
this->dialogState = TEXT_STATE_EVENT;
this->actor.textId = 0x84; //Thanks a lot! (Lost)
// with text state event, it is only possible to talk to the person running the game
// once. we want the player to be able to ask again if they accidentally blast through
// the greg hint box, so we check for greg hint here
this->dialogState = Randomizer_GetSettingValue(RSK_GREG_HINT) ? TEXT_STATE_DONE : TEXT_STATE_EVENT;
} else {
this->actor.textId = 0x704C; //Proceed
this->dialogState = TEXT_STATE_DONE;