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https://github.com/TwilitRealm/dusklight
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Tears Collect during cutscenes (#539)
TPHD has tears collectable just as fast during cutscenes, this changes our implementation to reflect that. Co-authored-by: MelonSpeedruns <melonspeedruns@stratobox.net>
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@@ -1069,7 +1069,7 @@ void daE_YM_c::executeDown() {
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if (mAcch.ChkGroundHit()) {
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if (mFlyType != 1) {
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#if TARGET_PC
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bckSet(6, 0, 0.0f, dusk::getSettings().game.fastTears && dComIfGp_event_getMode() == 0 ? 2.0f : 1.0f);
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bckSet(6, 0, 0.0f, dusk::getSettings().game.fastTears ? 2.0f : 1.0f);
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#else
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bckSet(6, 0, 0.0f, 1.0f);
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#endif
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@@ -1093,7 +1093,7 @@ void daE_YM_c::executeDown() {
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mSound.startCreatureSound(Z2SE_CM_BODYFALL_WATER_M, 0, -1);
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mSound.startCreatureSound(Z2SE_EN_YM_MOGAKU, 0, -1);
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#if TARGET_PC
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bckSet(6, 0, 0.0f, dusk::getSettings().game.fastTears && dComIfGp_event_getMode() == 0 ? 2.0f : 1.0f);
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bckSet(6, 0, 0.0f, dusk::getSettings().game.fastTears ? 2.0f : 1.0f);
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#else
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bckSet(6, 0, 0.0f, 1.0f);
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#endif
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@@ -1115,7 +1115,7 @@ void daE_YM_c::executeDown() {
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|| dComIfG_Bgsp().GetGroundCode(gnd_chk) == 5)
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{
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#if TARGET_PC
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bckSet(6, 0, 0.0f, dusk::getSettings().game.fastTears && dComIfGp_event_getMode() == 0 ? 2.0f : 1.0f);
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bckSet(6, 0, 0.0f, dusk::getSettings().game.fastTears ? 2.0f : 1.0f);
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#else
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bckSet(6, 0, 0.0f, 1.0f);
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#endif
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@@ -265,8 +265,8 @@ int daObjDrop_c::modeParentWait() {
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mModeAction = 1;
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#if TARGET_PC
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mModeTimer = dusk::getSettings().game.fastTears && dComIfGp_event_getMode() == 0 ? 0 : 40;
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if (dusk::getSettings().game.fastTears && dComIfGp_event_getMode() == 0) {
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mModeTimer = dusk::getSettings().game.fastTears ? 0 : 40;
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if (dusk::getSettings().game.fastTears) {
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current.pos.y += 100.0f;
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} else {
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current.pos.y += 300.0f;
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@@ -285,7 +285,7 @@ int daObjDrop_c::modeParentWait() {
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case 2:
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createBodyEffect();
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#if TARGET_PC
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mModeTimer = dusk::getSettings().game.fastTears && dComIfGp_event_getMode() == 0 ? 0 : 45;
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mModeTimer = dusk::getSettings().game.fastTears ? 0 : 45;
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#else
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mModeTimer = 45;
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#endif
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@@ -331,7 +331,7 @@ int daObjDrop_c::modeWait() {
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case 2:
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case 50:
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#if TARGET_PC
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if (dusk::getSettings().game.fastTears && dComIfGp_event_getMode() == 0) {
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if (dusk::getSettings().game.fastTears) {
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f32 player_dist = current.pos.abs(daPy_getPlayerActorClass()->current.pos);
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f32 home_dist = current.pos.abs(home.pos);
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