Cleanup and fix Dampe's race both prizes regression (#6999)

This commit is contained in:
Jordan Longstaff
2026-08-04 09:22:20 -04:00
committed by GitHub
parent eafafe507e
commit 2fd7e052cc
4 changed files with 16 additions and 18 deletions
@@ -11,14 +11,17 @@ extern PlayState* gPlayState;
#define CVAR_DAMPE_BOTH_PRIZES_NAME CVAR_ENHANCEMENT("DampeBothPrizes")
#define CVAR_DAMPE_BOTH_PRIZES_VALUE CVarGetInteger(CVAR_DAMPE_BOTH_PRIZES_NAME, 0)
static void RegisterDampeSecondPrize() {
static void RegisterDampeBothPrizes() {
COND_VB_SHOULD(VB_DAMPE_AWARD_SECOND_PRIZE, CVAR_DAMPE_BOTH_PRIZES_VALUE || IS_RANDO, {
if (!*should) {
Flags_SetTempClear(gPlayState, 4);
HIGH_SCORE(HS_DAMPE_RACE) = gSaveContext.timerSeconds;
if (IS_RANDO) {
Flags_SetTreasure(gPlayState, 0x1E);
}
*should = true;
}
});
}
static RegisterShipInitFunc initFunc(RegisterDampeSecondPrize, { CVAR_DAMPE_BOTH_PRIZES_NAME, "IS_RANDO" });
static RegisterShipInitFunc initFunc(RegisterDampeBothPrizes, { CVAR_DAMPE_BOTH_PRIZES_NAME, "IS_RANDO" });
@@ -462,7 +462,7 @@ typedef enum {
// #### `result`
// ```c
// this->hookshotSlotFull != 0
// this->hookshotSlotFull
// ```
// #### `args`
// - None
@@ -1536,12 +1536,6 @@ void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_l
case VB_DEKU_THEATER_FINISH_GIVING_PRIZE:
*should = true;
break;
case VB_DAMPE_AWARD_SECOND_PRIZE:
if (!*should) {
Flags_SetTreasure(gPlayState, 0x1E);
*should = true;
}
break;
case VB_FROGS_GO_TO_IDLE: {
EnFr* enFr = va_arg(args, EnFr*);
@@ -284,7 +284,7 @@ void EnPoRelay_Talk2(EnPoRelay* this, PlayState* play) {
Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0x100);
if (Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) {
if (Message_ShouldAdvance(play)) {
if (this->hookshotSlotFull != 0) {
if (this->hookshotSlotFull) {
Actor_SetTextWithPrefix(play, &this->actor, 0x2E);
} else {
Actor_SetTextWithPrefix(play, &this->actor, 0x2D);
@@ -304,7 +304,7 @@ void EnPoRelay_DisappearAndReward(EnPoRelay* this, PlayState* play) {
Vec3f vec;
f32 multiplier;
s32 pad;
Vec3f sp60;
Vec3f posAtGround;
s32 pad1;
this->actionTimer++;
@@ -335,18 +335,19 @@ void EnPoRelay_DisappearAndReward(EnPoRelay* this, PlayState* play) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_EXTINCT);
}
}
if (Math_StepToF(&this->actor.scale.x, 0.0f, 0.001f) != 0) {
if (GameInteractor_Should(VB_DAMPE_AWARD_SECOND_PRIZE, this->hookshotSlotFull != 0)) {
sp60.x = this->actor.world.pos.x;
sp60.y = this->actor.floorHeight;
sp60.z = this->actor.world.pos.z;
if (Math_StepToF(&this->actor.scale.x, 0.0f, 0.001f)) {
if (GameInteractor_Should(VB_DAMPE_AWARD_SECOND_PRIZE, this->hookshotSlotFull)) {
posAtGround.x = this->actor.world.pos.x;
posAtGround.y = this->actor.floorHeight;
posAtGround.z = this->actor.world.pos.z;
if (gSaveContext.timerSeconds < HIGH_SCORE(HS_DAMPE_RACE)) {
HIGH_SCORE(HS_DAMPE_RACE) = gSaveContext.timerSeconds;
}
if (Flags_GetCollectible(play, this->actor.params) == 0 && gSaveContext.timerSeconds <= 60) {
Item_DropCollectible2(play, &sp60, (this->actor.params << 8) + (0x4000 | ITEM00_HEART_PIECE));
Item_DropCollectible2(play, &posAtGround, (this->actor.params << 8) + (0x4000 | ITEM00_HEART_PIECE));
} else {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, sp60.x, sp60.y, sp60.z, 0, 0, 0, 2);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_ITEM00, posAtGround.x, posAtGround.y, posAtGround.z, 0, 0,
0, 2);
}
} else {
Flags_SetTempClear(play, 4);