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Split Skip Pickup Messages
following ZFG's comment https://youtube.com/clip/UgkxF-LDaR-zyTkqSkqtP3dkLrCca_KGScIw?si=RJY9SIG8QKSiWgVl splits the Skip Pickup Messages time saver for consumables and bottle pickups
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2 changed files with 6 additions and 3 deletions
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@ -353,9 +353,12 @@ void SohMenu::AddMenuEnhancements() {
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"Door Switch CS, Water Temple Dragon Switch CS, and the Box Skip One Point in Jabu."));
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AddWidget(path, "Text", WIDGET_SEPARATOR_TEXT);
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AddWidget(path, "Skip Pickup Messages", WIDGET_CVAR_CHECKBOX)
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AddWidget(path, "Skip Bottle Pickup Messages", WIDGET_CVAR_CHECKBOX)
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.CVar(CVAR_ENHANCEMENT("FastDrops"))
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.Options(CheckboxOptions().Tooltip("Skip Pickup Messages for new Consumable Items and Bottle Swipes."));
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.Options(CheckboxOptions().Tooltip("Skip Pickup Messages for Bottle Swipes."));
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AddWidget(path, "Skip Consumable Item Pickup Messages", WIDGET_CVAR_CHECKBOX)
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.CVar(CVAR_ENHANCEMENT("FastConsumables"))
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.Options(CheckboxOptions().Tooltip("Skip Pickup Messages for new Consumable Items."));
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AddWidget(path, "Skip Forced Dialog", WIDGET_CVAR_COMBOBOX)
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.CVar(CVAR_ENHANCEMENT("TimeSavers.SkipForcedDialog"))
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.Options(ComboboxOptions()
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@ -7353,7 +7353,7 @@ s32 Player_ActionHandler_2(Player* this, PlayState* play) {
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// Skip cutscenes from picking up consumables with "Fast Pickup Text" enabled, even when the player
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// never picked it up before. But only for bushes/rocks/enemies because otherwise it can lead to
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// softlocks in deku mask theatre and potentially other places.
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uint8_t skipItemCutscene = CVarGetInteger(CVAR_ENHANCEMENT("FastDrops"), 0) && isDropToSkip;
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uint8_t skipItemCutscene = CVarGetInteger(CVAR_ENHANCEMENT("FastConsumables"), 0) && isDropToSkip;
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// Same as above but for rando. Rando is different because we want to enable cutscenes for items that
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// the player already has because those items could be a randomized item coming from scrubs,
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