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Automatically save after every scene transition (#984)
* Automatically save after every scene transition * Refactor and don't save in grottos * Don't save in cutscenes * Save after getting items as well * Fix paren
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5 changed files with 75 additions and 13 deletions
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@ -2188,6 +2188,52 @@ u8 Item_Give(GlobalContext* globalCtx, u8 item) {
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osSyncPrintf("Item_Register(%d)=%d %d\n", slot, item, temp);
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INV_CONTENT(item) = item;
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// Autosave after getting items by default (cvars are not shown in the UI)
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if (CVar_GetS32("gAutosave", 0)) {
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if (CVar_GetS32("gAutosaveAllItems", 1)) {
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Gameplay_PerformSave(globalCtx);
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}
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else if (CVar_GetS32("gAutosaveMajorItems", 1)) {
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switch (item) {
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case ITEM_STICK:
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case ITEM_NUT:
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case ITEM_BOMB:
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case ITEM_BOW:
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case ITEM_SEEDS:
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case ITEM_FISHING_POLE:
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case ITEM_MAGIC_SMALL:
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case ITEM_MAGIC_LARGE:
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case ITEM_INVALID_4:
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case ITEM_INVALID_5:
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case ITEM_INVALID_6:
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case ITEM_INVALID_7:
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case ITEM_HEART:
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case ITEM_RUPEE_GREEN:
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case ITEM_RUPEE_BLUE:
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case ITEM_RUPEE_RED:
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case ITEM_RUPEE_PURPLE:
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case ITEM_RUPEE_GOLD:
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case ITEM_INVALID_8:
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case ITEM_STICKS_5:
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case ITEM_STICKS_10:
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case ITEM_NUTS_5:
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case ITEM_NUTS_10:
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case ITEM_BOMBS_5:
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case ITEM_BOMBS_10:
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case ITEM_BOMBS_20:
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case ITEM_BOMBS_30:
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case ITEM_ARROWS_SMALL:
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case ITEM_ARROWS_MEDIUM:
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case ITEM_ARROWS_LARGE:
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case ITEM_SEEDS_30:
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break;
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default:
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Gameplay_PerformSave(globalCtx);
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break;
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}
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}
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}
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return temp;
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}
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