From c95eb9fe6dde433b6204cb133567c2f93948b689 Mon Sep 17 00:00:00 2001 From: OtherBlue Date: Wed, 2 Jul 2025 21:01:42 -0300 Subject: [PATCH] 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 --- soh/soh/SohGui/SohMenuEnhancements.cpp | 7 +++++-- soh/src/overlays/actors/ovl_player_actor/z_player.c | 2 +- 2 files changed, 6 insertions(+), 3 deletions(-) diff --git a/soh/soh/SohGui/SohMenuEnhancements.cpp b/soh/soh/SohGui/SohMenuEnhancements.cpp index 8e1e94c08..10de537bd 100644 --- a/soh/soh/SohGui/SohMenuEnhancements.cpp +++ b/soh/soh/SohGui/SohMenuEnhancements.cpp @@ -353,9 +353,12 @@ void SohMenu::AddMenuEnhancements() { "Door Switch CS, Water Temple Dragon Switch CS, and the Box Skip One Point in Jabu.")); AddWidget(path, "Text", WIDGET_SEPARATOR_TEXT); - AddWidget(path, "Skip Pickup Messages", WIDGET_CVAR_CHECKBOX) + AddWidget(path, "Skip Bottle Pickup Messages", WIDGET_CVAR_CHECKBOX) .CVar(CVAR_ENHANCEMENT("FastDrops")) - .Options(CheckboxOptions().Tooltip("Skip Pickup Messages for new Consumable Items and Bottle Swipes.")); + .Options(CheckboxOptions().Tooltip("Skip Pickup Messages for Bottle Swipes.")); + AddWidget(path, "Skip Consumable Item Pickup Messages", WIDGET_CVAR_CHECKBOX) + .CVar(CVAR_ENHANCEMENT("FastConsumables")) + .Options(CheckboxOptions().Tooltip("Skip Pickup Messages for new Consumable Items.")); AddWidget(path, "Skip Forced Dialog", WIDGET_CVAR_COMBOBOX) .CVar(CVAR_ENHANCEMENT("TimeSavers.SkipForcedDialog")) .Options(ComboboxOptions() diff --git a/soh/src/overlays/actors/ovl_player_actor/z_player.c b/soh/src/overlays/actors/ovl_player_actor/z_player.c index b2ebcbb88..13d554740 100644 --- a/soh/src/overlays/actors/ovl_player_actor/z_player.c +++ b/soh/src/overlays/actors/ovl_player_actor/z_player.c @@ -7353,7 +7353,7 @@ s32 Player_ActionHandler_2(Player* this, PlayState* play) { // Skip cutscenes from picking up consumables with "Fast Pickup Text" enabled, even when the player // never picked it up before. But only for bushes/rocks/enemies because otherwise it can lead to // softlocks in deku mask theatre and potentially other places. - uint8_t skipItemCutscene = CVarGetInteger(CVAR_ENHANCEMENT("FastDrops"), 0) && isDropToSkip; + uint8_t skipItemCutscene = CVarGetInteger(CVAR_ENHANCEMENT("FastConsumables"), 0) && isDropToSkip; // Same as above but for rando. Rando is different because we want to enable cutscenes for items that // the player already has because those items could be a randomized item coming from scrubs,