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Skip Forest Temple Basement Pillars Cutscene (#5473)
* vb forest pillar cs skip * change to one point cutscene skip * rm whitespace
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66351fa4e4
commit
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3 changed files with 23 additions and 3 deletions
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@ -474,6 +474,14 @@ typedef enum {
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// - `*BgHeavyBlock`
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VB_FREEZE_LINK_FOR_BLOCK_THROW,
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// #### `result`
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// ```c
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// true
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// ```
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// #### `args`
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// - None
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VB_FREEZE_LINK_FOR_FOREST_PILLARS,
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// #### `result`
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// ```c
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// true
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@ -375,6 +375,11 @@ void TimeSaverOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_li
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}
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break;
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}
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case VB_FREEZE_LINK_FOR_FOREST_PILLARS:
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.OnePoint"), IS_RANDO)) {
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*should = false;
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}
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break;
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case VB_SHOW_TITLE_CARD:
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if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.DisableTitleCard"), IS_RANDO)) {
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*should = false;
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@ -6,6 +6,7 @@
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#include "z_bg_mori_kaitenkabe.h"
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#include "objects/object_mori_objects/object_mori_objects.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#define FLAGS 0
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@ -97,7 +98,9 @@ void BgMoriKaitenkabe_Wait(BgMoriKaitenkabe* this, PlayState* play) {
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if ((this->timer > (28 - CVarGetInteger(CVAR_ENHANCEMENT("FasterBlockPush"), 0) * 4)) &&
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!Player_InCsMode(play)) {
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BgMoriKaitenkabe_SetupRotate(this);
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Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, 8);
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if (GameInteractor_Should(VB_FREEZE_LINK_FOR_FOREST_PILLARS, true)) {
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Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, 8);
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}
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Math_Vec3f_Copy(&this->lockedPlayerPos, &player->actor.world.pos);
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push.x = Math_SinS(this->dyna.unk_158);
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push.y = 0.0f;
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@ -131,7 +134,9 @@ void BgMoriKaitenkabe_Rotate(BgMoriKaitenkabe* this, PlayState* play) {
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Math_StepToF(&this->rotSpeed, 0.6f, 0.02f);
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if (Math_StepToF(&this->rotYdeg, this->rotDirection * 45.0f, this->rotSpeed)) {
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BgMoriKaitenkabe_SetupWait(this);
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Player_SetCsActionWithHaltedActors(play, thisx, 7);
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if (GameInteractor_Should(VB_FREEZE_LINK_FOR_FOREST_PILLARS, true)) {
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Player_SetCsActionWithHaltedActors(play, thisx, 7);
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}
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if (this->rotDirection > 0.0f) {
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thisx->home.rot.y += 0x2000;
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} else {
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@ -148,7 +153,9 @@ void BgMoriKaitenkabe_Rotate(BgMoriKaitenkabe* this, PlayState* play) {
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this->dyna.unk_150 = 0.0f;
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player->stateFlags2 &= ~PLAYER_STATE2_MOVING_DYNAPOLY;
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}
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Math_Vec3f_Copy(&player->actor.world.pos, &this->lockedPlayerPos);
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if (GameInteractor_Should(VB_FREEZE_LINK_FOR_FOREST_PILLARS, true)) {
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Math_Vec3f_Copy(&player->actor.world.pos, &this->lockedPlayerPos);
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}
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}
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void BgMoriKaitenkabe_Update(Actor* thisx, PlayState* play) {
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