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Change check total array types to s16 to handle more check totals (thanks storage temple). (#5348)
Fix typos regarding `overridden` in various parts of the codebase.
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71bd48cba9
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5 changed files with 9 additions and 9 deletions
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@ -1632,7 +1632,7 @@ void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_l
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gPlayState->actorCtx.flags.tempCollect = 0;
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gPlayState->actorCtx.flags.tempCollect = 0;
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// If the respawnFlag is set for a grotto return, we don't want the void out to happen.
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// If the respawnFlag is set for a grotto return, we don't want the void out to happen.
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// Set the data flag to one to prevent the respawn point from being overriden by dungeon doors.
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// Set the data flag to one to prevent the respawn point from being overridden by dungeon doors.
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if (gSaveContext.respawnFlag == 2) {
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if (gSaveContext.respawnFlag == 2) {
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gSaveContext.respawn[RESPAWN_MODE_DOWN].data = 1;
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gSaveContext.respawn[RESPAWN_MODE_DOWN].data = 1;
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*should = false;
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*should = false;
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@ -302,7 +302,7 @@ class Option {
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/**
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/**
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* @brief Automatically renders a widget for this option in ImGui, based on the various
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* @brief Automatically renders a widget for this option in ImGui, based on the various
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* properties of this Option. Typically, Bool options are rendered as Checkboxes and
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* properties of this Option. Typically, Bool options are rendered as Checkboxes and
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* U8 options are rendered as Comboboxes, but this can be overriden during construction with
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* U8 options are rendered as Comboboxes, but this can be overridden during construction with
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* the `widgetType` property.
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* the `widgetType` property.
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*/
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*/
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bool RenderImGui();
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bool RenderImGui();
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@ -137,9 +137,9 @@ std::map<RandomizerCheckArea, std::vector<RandomizerCheck>> checksByArea;
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bool areasFullyChecked[RCAREA_INVALID];
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bool areasFullyChecked[RCAREA_INVALID];
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u32 areasSpoiled = 0;
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u32 areasSpoiled = 0;
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bool showVOrMQ;
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bool showVOrMQ;
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s8 areaChecksGotten[RCAREA_INVALID]; //| "Kokiri Forest (4/9)"
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s16 areaChecksGotten[RCAREA_INVALID]; //| "Kokiri Forest (4/9)"
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s8 areaChecksAvailable[RCAREA_INVALID];
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s16 areaChecksAvailable[RCAREA_INVALID];
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s8 areaCheckTotals[RCAREA_INVALID];
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s16 areaCheckTotals[RCAREA_INVALID];
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uint16_t totalChecks = 0;
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uint16_t totalChecks = 0;
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uint16_t totalChecksAvailable = 0;
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uint16_t totalChecksAvailable = 0;
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uint16_t totalChecksGotten = 0;
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uint16_t totalChecksGotten = 0;
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@ -1932,7 +1932,7 @@ void ImGuiDrawTwoColorPickerSection(const char* text, const char* cvarMainName,
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"Hidden", cvarHideName,
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"Hidden", cvarHideName,
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UIWidgets::CheckboxOptions(
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UIWidgets::CheckboxOptions(
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{ { .tooltip = "When active, checks will hide by default when updated to this state. Can "
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{ { .tooltip = "When active, checks will hide by default when updated to this state. Can "
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"be overriden with the \"Show Hidden Items\" option." } })
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"be overridden with the \"Show Hidden Items\" option." } })
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.Color(theme));
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.Color(theme));
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ImGui::PopID();
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ImGui::PopID();
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}
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}
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@ -423,7 +423,7 @@ bool IsEntranceDiscovered(s16 index) {
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bool isDiscovered = Entrance_GetIsEntranceDiscovered(index);
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bool isDiscovered = Entrance_GetIsEntranceDiscovered(index);
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if (!isDiscovered) {
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if (!isDiscovered) {
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// If the pair included one of the hyrule field <-> zora's river entrances,
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// If the pair included one of the hyrule field <-> zora's river entrances,
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// the randomizer will have also overriden the water-based entrances, so check those too
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// the randomizer will have also overridden the water-based entrances, so check those too
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if ((index == ENTR_ZORAS_RIVER_WEST_EXIT && Entrance_GetIsEntranceDiscovered(ENTR_ZORAS_RIVER_3)) ||
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if ((index == ENTR_ZORAS_RIVER_WEST_EXIT && Entrance_GetIsEntranceDiscovered(ENTR_ZORAS_RIVER_3)) ||
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(index == ENTR_ZORAS_RIVER_3 && Entrance_GetIsEntranceDiscovered(ENTR_ZORAS_RIVER_WEST_EXIT))) {
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(index == ENTR_ZORAS_RIVER_3 && Entrance_GetIsEntranceDiscovered(ENTR_ZORAS_RIVER_WEST_EXIT))) {
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isDiscovered = true;
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isDiscovered = true;
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@ -40,7 +40,7 @@ void Select_LoadGame(SelectContext* this, s32 entranceIndex) {
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_STOP);
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Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_STOP);
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gSaveContext.entranceIndex = entranceIndex;
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gSaveContext.entranceIndex = entranceIndex;
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// Check the entrance to see if the exit should be overriden to a grotto return point for entrance rando
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// Check the entrance to see if the exit should be overridden to a grotto return point for entrance rando
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if (IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES)) {
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if (IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES)) {
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// Ignore return value as we want to load into the entrance specified by the debug menu
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// Ignore return value as we want to load into the entrance specified by the debug menu
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Grotto_OverrideSpecialEntrance(Entrance_GetOverride(entranceIndex));
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Grotto_OverrideSpecialEntrance(Entrance_GetOverride(entranceIndex));
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@ -105,7 +105,7 @@ void Select_Grotto_LoadGame(SelectContext* this, s32 grottoIndex) {
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gSaveContext.respawn[RESPAWN_MODE_RETURN].playerParams = 0x4ff;
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gSaveContext.respawn[RESPAWN_MODE_RETURN].playerParams = 0x4ff;
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gSaveContext.respawn[RESPAWN_MODE_RETURN].pos = this->betterGrottos[grottoIndex].pos;
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gSaveContext.respawn[RESPAWN_MODE_RETURN].pos = this->betterGrottos[grottoIndex].pos;
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// Check the entrance to see if the exit should be overriden to a grotto return point for entrance rando
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// Check the entrance to see if the exit should be overridden to a grotto return point for entrance rando
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if (IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES)) {
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if (IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES)) {
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// Use grotto content and parent scene num to identify the right grotto
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// Use grotto content and parent scene num to identify the right grotto
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s16 grottoEntrance = Grotto_GetRenamedGrottoIndexFromOriginal(this->betterGrottos[grottoIndex].data,
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s16 grottoEntrance = Grotto_GetRenamedGrottoIndexFromOriginal(this->betterGrottos[grottoIndex].data,
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