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https://github.com/HarbourMasters/Shipwright
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Enhancement, add SoT blocks to one point cutscene skip (#6848)
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@@ -6,6 +6,7 @@
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#include "z_obj_timeblock.h"
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#include "objects/object_timeblock/object_timeblock.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#define FLAGS \
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(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_UPDATE_DURING_OCARINA | \
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@@ -218,8 +219,11 @@ void ObjTimeblock_Normal(ObjTimeblock* this, PlayState* play) {
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ObjTimeblock_SpawnDemoEffect(this, play);
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this->demoEffectTimer = 160;
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// Possibly points the camera to this actor
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OnePointCutscene_Attention(play, &this->dyna.actor);
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if (GameInteractor_Should(VB_PLAY_TIMEBLOCK_CS, true, this)) {
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// Possibly points the camera to this actor
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OnePointCutscene_Attention(play, &this->dyna.actor);
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}
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// "◯◯◯◯ Time Block Attention Camera (frame counter %d)\n"
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osSyncPrintf("◯◯◯◯ Time Block 注目カメラ (frame counter %d)\n", play->state.frames);
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@@ -277,7 +281,11 @@ void ObjTimeblock_AltBehaviorVisible(ObjTimeblock* this, PlayState* play) {
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this->demoEffectFirstPartTimer = 12;
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ObjTimeblock_SpawnDemoEffect(this, play);
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this->demoEffectTimer = 160;
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OnePointCutscene_Attention(play, &this->dyna.actor);
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if (GameInteractor_Should(VB_PLAY_TIMEBLOCK_CS, true, this)) {
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OnePointCutscene_Attention(play, &this->dyna.actor);
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}
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// "Time Block Attention Camera (frame counter)"
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osSyncPrintf("◯◯◯◯ Time Block 注目カメラ (frame counter %d)\n", play->state.frames);
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ObjTimeblock_ToggleSwitchFlag(play, this->dyna.actor.params & 0x3F);
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@@ -6,6 +6,7 @@
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#include "z_obj_warp2block.h"
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#include "objects/object_timeblock/object_timeblock.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#include "vt.h"
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#define FLAGS \
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@@ -280,7 +281,9 @@ void func_80BA2610(ObjWarp2block* this, PlayState* play) {
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if ((func_80BA2304(this, play) != 0) && (this->unk_16C <= 0)) {
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ObjWarp2block_Spawn(this, play);
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this->unk_16C = 0xA0;
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OnePointCutscene_Attention(play, &this->dyna.actor);
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if (GameInteractor_Should(VB_PLAY_TIMEBLOCK_CS, true, this)) {
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OnePointCutscene_Attention(play, &this->dyna.actor);
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}
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this->unk_170 = 0xC;
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}
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