Enhancement, drop throw-only actors toggle (#7023)

Co-authored-by: djevangelia <djevangelia>
This commit is contained in:
djevangelia
2026-08-05 17:03:18 +02:00
committed by GitHub
parent 29c7e75688
commit 0ed782ddce
4 changed files with 63 additions and 8 deletions
@@ -0,0 +1,31 @@
#include <soh/Enhancements/game-interactor/GameInteractor.h>
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/ShipInit.hpp"
#include "soh/cvar_prefixes.h"
void RegisterAllowThrowOnlyDrop() {
COND_VB_SHOULD(VB_ON_ACTOR_THROW_ONLY_CHECK, true, {
Actor* actor = va_arg(args, Actor*);
switch (actor->id) {
case ACTOR_EN_ISHI:
case ACTOR_EN_KUSA:
case ACTOR_EN_NIW:
case ACTOR_OBJ_TSUBO:
break;
default:
return;
}
// Set correct flag for held actor + condition for the cvar
if (CVarGetInteger(CVAR_ENHANCEMENT("DropThrowOnlyObjects"), false)) {
actor->flags &= ~ACTOR_FLAG_THROW_ONLY;
*should = true;
} else {
actor->flags |= ACTOR_FLAG_THROW_ONLY;
*should = false;
}
});
}
static RegisterShipInitFunc initFunc(RegisterAllowThrowOnlyDrop, { CVAR_ENHANCEMENT("DropThrowOnlyObjects") });
@@ -2844,6 +2844,14 @@ typedef enum {
// - `*Input`
VB_THROW_OR_PUT_DOWN_HELD_ITEM,
// #### `result`
// ```c
// true
// ```
// #### `args`
// - `*Actor`
VB_ON_ACTOR_THROW_ONLY_CHECK,
// #### `result`
// ```c
// true
+6
View File
@@ -334,6 +334,12 @@ void SohMenu::AddMenuEnhancements() {
"Butterflies will transform into a fairy as soon as you approach them with a Deku Stick, "
"skipping the need to stand still and let the butterfly land on your stick."));
AddWidget(path, "Allow Dropping Throw-Only Objects", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_ENHANCEMENT("DropThrowOnlyObjects"))
.Options(CheckboxOptions().Tooltip("Allows normally throw-only objects (such as Cuccos, pots, grass, and small "
"rocks) to be dropped by pressing A while standing still. Can be toggled "
"while holding an object."));
AddWidget(path, "Convenience", WIDGET_SEPARATOR_TEXT);
AddWidget(path, "Quit Fishing at Door", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_ENHANCEMENT("QuitFishingAtDoor"))
@@ -7461,13 +7461,23 @@ void func_8083EA94(Player* this, PlayState* play) {
Player_AnimPlayOnce(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_throw, this->modelAnimType));
}
s32 func_8083EAF0(Player* this, Actor* actor) {
if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_THROW_ONLY) &&
/**
* Checks if an actor can be thrown or dropped.
* It is assumed that the `actor` argument is the actor currently being carried.
*
* @return true if it can be thrown, false if it can be dropped.
*/
s32 Player_CanThrowCarriedActor(Player* this, Actor* actor) {
// If the actor arg is null, true will be returned.
// It doesn't make sense for a non-existent actor to be thrown or dropped, so
// the safety check should happen before this function is even called.
if ((actor != NULL) &&
GameInteractor_Should(VB_ON_ACTOR_THROW_ONLY_CHECK, !(actor->flags & ACTOR_FLAG_THROW_ONLY), actor) &&
((this->linearVelocity < 1.1f) || (actor->id == ACTOR_EN_BOM_CHU))) {
return 0;
return false;
}
return 1;
return true;
}
s32 Player_ActionHandler_9(Player* this, PlayState* play) {
@@ -7480,17 +7490,17 @@ s32 Player_ActionHandler_9(Player* this, PlayState* play) {
CHECK_BTN_ANY(sControlInput->press.button, buttonsToCheck)),
sControlInput)) {
if (!func_80835644(play, this, this->heldActor)) {
if (!func_8083EAF0(this, this->heldActor)) {
if (!Player_CanThrowCarriedActor(this, this->heldActor)) {
Player_SetupAction(play, this, Player_Action_808464B0, 1);
Player_AnimPlayOnce(play, this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_put, this->modelAnimType));
} else {
func_8083EA94(this, play);
}
}
return 1;
return true;
}
return 0;
return false;
}
s32 func_8083EC18(Player* this, PlayState* play, u32 wallFlags) {
@@ -11037,7 +11047,7 @@ void Player_UpdateInterface(PlayState* play, Player* this) {
} else if ((this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) && (this->getItemId == GI_NONE) &&
(heldActor != NULL)) {
if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) || (heldActor->id == ACTOR_EN_NIW)) {
if (func_8083EAF0(this, heldActor) == 0) {
if (!Player_CanThrowCarriedActor(this, heldActor)) {
doAction = DO_ACTION_DROP;
} else {
doAction = DO_ACTION_THROW;