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[Time Saver Enhancement] Dampe Appears All Night (#2618)
* Dampe Appears All Night * Take out time check
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3 changed files with 9 additions and 2 deletions
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@ -129,6 +129,7 @@ const std::vector<const char*> enhancementsCvars = {
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"gTimeFlowFileSelect",
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"gTimeFlowFileSelect",
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"gInjectItemCounts",
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"gInjectItemCounts",
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"gDayGravePull",
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"gDayGravePull",
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"gDampeAllNight",
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"gSkipScarecrow",
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"gSkipScarecrow",
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"gBlueFireArrows",
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"gBlueFireArrows",
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"gSunlightArrows",
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"gSunlightArrows",
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@ -354,6 +354,8 @@ namespace GameMenuBar {
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"to the guard next to the gate.");
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"to the guard next to the gate.");
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UIWidgets::PaddedEnhancementCheckbox("Faster Farore's Wind", "gFastFarores", true, false);
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UIWidgets::PaddedEnhancementCheckbox("Faster Farore's Wind", "gFastFarores", true, false);
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UIWidgets::Tooltip("Greatly decreases cast time of Farore's Wind magic spell.");
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UIWidgets::Tooltip("Greatly decreases cast time of Farore's Wind magic spell.");
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UIWidgets::PaddedEnhancementCheckbox("Dampe Appears All Night", "gDampeAllNight", true, false);
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UIWidgets::Tooltip("Makes Dampe appear anytime during it's night, not just his usual working hours.");
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ImGui::EndMenu();
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ImGui::EndMenu();
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}
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}
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@ -502,8 +502,12 @@ void EnTk_Init(Actor* thisx, PlayState* play) {
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CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
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CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
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if (gSaveContext.dayTime <= 0xC000 || gSaveContext.dayTime >= 0xE000 || !!LINK_IS_ADULT ||
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if (CVarGetInteger("gDampeAllNight", 0)) {
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play->sceneNum != SCENE_SPOT02) {
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if (!!LINK_IS_ADULT || play->sceneNum != SCENE_SPOT02) {
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Actor_Kill(&this->actor);
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return;
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}
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} else if (gSaveContext.dayTime <= 0xC000 || gSaveContext.dayTime >= 0xE000 || !!LINK_IS_ADULT || play->sceneNum != SCENE_SPOT02) {
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Actor_Kill(&this->actor);
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Actor_Kill(&this->actor);
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return;
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return;
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}
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}
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