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refactor: use LUS 1.0 RC
Co-authored-by: kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: KiritoDv <kiritodev01@gmail.com> Co-authored-by: Christopher Leggett <chris@leggett.dev>
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ab104623a7
commit
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863 changed files with 9227 additions and 4416 deletions
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@ -554,10 +554,10 @@ void Play_Init(GameState* thisx) {
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gTrnsnUnkState = 0;
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play->transitionMode = 0;
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if (CVar_GetS32("gSceneTransitions", 255)!= 255){
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play->transitionMode = CVar_GetS32("gSceneTransitions", 0);
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gSaveContext.nextTransitionType = CVar_GetS32("gSceneTransitions", 0);
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play->fadeTransition = CVar_GetS32("gSceneTransitions", 0);
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if (CVarGetInteger("gSceneTransitions", 255)!= 255){
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play->transitionMode = CVarGetInteger("gSceneTransitions", 0);
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gSaveContext.nextTransitionType = CVarGetInteger("gSceneTransitions", 0);
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play->fadeTransition = CVarGetInteger("gSceneTransitions", 0);
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}
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FrameAdvance_Init(&play->frameAdvCtx);
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@ -686,7 +686,7 @@ void Play_Update(PlayState* play) {
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ActorOverlayTable_LogPrint();
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}
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if (CVar_GetS32("gFreeCamera", 0) && Player_InCsMode(play)) {
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if (CVarGetInteger("gFreeCamera", 0) && Player_InCsMode(play)) {
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play->manualCamera = false;
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}
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@ -869,7 +869,7 @@ void Play_Update(PlayState* play) {
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// Don't autosave in grottos or cutscenes
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// Also don't save when you first load a file
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if (CVar_GetS32("gAutosave", 0) && (gSaveContext.cutsceneIndex == 0) && (play->gameplayFrames > 60) &&
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if (CVarGetInteger("gAutosave", 0) && (gSaveContext.cutsceneIndex == 0) && (play->gameplayFrames > 60) &&
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(play->sceneNum != SCENE_YOUSEI_IZUMI_TATE) && (play->sceneNum != SCENE_KAKUSIANA) && (play->sceneNum != SCENE_KENJYANOMA)) {
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Play_PerformSave(play);
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}
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@ -1088,7 +1088,7 @@ void Play_Update(PlayState* play) {
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if (!gSaveContext.sohStats.gameComplete) {
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gSaveContext.sohStats.playTimer++;
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if (CVar_GetS32("gMMBunnyHood", 0) && Player_GetMask(play) == PLAYER_MASK_BUNNY) {
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if (CVarGetInteger("gMMBunnyHood", 0) && Player_GetMask(play) == PLAYER_MASK_BUNNY) {
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gSaveContext.sohStats.count[COUNT_TIME_BUNNY_HOOD]++;
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}
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}
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@ -1645,13 +1645,13 @@ time_t Play_GetRealTime() {
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void Play_Main(GameState* thisx) {
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PlayState* play = (PlayState*)thisx;
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if (CVar_GetS32("gCheatEasyPauseBufferFrameAdvance", 0)) {
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CVar_SetS32("gCheatEasyPauseBufferFrameAdvance", CVar_GetS32("gCheatEasyPauseBufferFrameAdvance", 0) - 1);
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if (CVarGetInteger("gCheatEasyPauseBufferFrameAdvance", 0)) {
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CVarSetInteger("gCheatEasyPauseBufferFrameAdvance", CVarGetInteger("gCheatEasyPauseBufferFrameAdvance", 0) - 1);
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}
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if (CVar_GetS32("gPauseBufferBlockInputFrame", 0)) {
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CVar_SetS32("gPauseBufferBlockInputFrame", CVar_GetS32("gPauseBufferBlockInputFrame", 0) - 1);
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if (CVarGetInteger("gPauseBufferBlockInputFrame", 0)) {
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CVarSetInteger("gPauseBufferBlockInputFrame", CVarGetInteger("gPauseBufferBlockInputFrame", 0) - 1);
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}
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if (play->envCtx.unk_EE[2] == 0 && CVar_GetS32("gLetItSnow", 0)) {
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if (play->envCtx.unk_EE[2] == 0 && CVarGetInteger("gLetItSnow", 0)) {
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play->envCtx.unk_EE[3] = 64;
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Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_OBJECT_KANKYO, 0, 0, 0, 0, 0, 0, 3, 0);
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}
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@ -1697,7 +1697,7 @@ void Play_Main(GameState* thisx) {
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LOG_NUM("1", 1);
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}
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if (CVar_GetS32("gTimeSync", 0)) {
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if (CVarGetInteger("gTimeSync", 0)) {
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const int maxRealDaySeconds = 86400;
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const int maxInGameDayTicks = 65536;
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@ -2194,7 +2194,7 @@ void Play_PerformSave(PlayState* play) {
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} else {
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Save_SaveFile();
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}
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if (CVar_GetS32("gAutosave", 0)) {
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if (CVarGetInteger("gAutosave", 0)) {
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Overlay_DisplayText(3.0f, "Game Saved");
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}
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}
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