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Adds option to stop the game from freezing the player when picking up gold skulltula's (#365)
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parent
4f492e9f63
commit
f3dda92e78
2 changed files with 8 additions and 3 deletions
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@ -94,7 +94,9 @@ void func_80AFB768(EnSi* this, GlobalContext* globalCtx) {
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if (this->collider.base.ocFlags2 & OC2_HIT_PLAYER) {
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this->collider.base.ocFlags2 &= ~OC2_HIT_PLAYER;
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Item_Give(globalCtx, ITEM_SKULL_TOKEN);
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player->actor.freezeTimer = 10;
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if (CVar_GetS32("gSkulltulaFreeze", 0) != 1) {
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player->actor.freezeTimer = 20;
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}
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Message_StartTextbox(globalCtx, 0xB4, NULL);
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Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
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this->actionFunc = func_80AFB950;
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@ -116,7 +118,6 @@ void func_80AFB89C(EnSi* this, GlobalContext* globalCtx) {
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if (!CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_13)) {
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Item_Give(globalCtx, ITEM_SKULL_TOKEN);
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player->actor.freezeTimer = 10;
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Message_StartTextbox(globalCtx, 0xB4, NULL);
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Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
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this->actionFunc = func_80AFB950;
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@ -126,7 +127,7 @@ void func_80AFB89C(EnSi* this, GlobalContext* globalCtx) {
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void func_80AFB950(EnSi* this, GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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if (Message_GetState(&globalCtx->msgCtx) != TEXT_STATE_CLOSING) {
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if (Message_GetState(&globalCtx->msgCtx) != TEXT_STATE_CLOSING && CVar_GetS32("gSkulltulaFreeze", 0) != 1) {
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player->actor.freezeTimer = 10;
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} else {
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SET_GS_FLAGS((this->actor.params & 0x1F00) >> 8, this->actor.params & 0xFF);
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