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>
This commit is contained in:
MelonSpeedruns
2026-04-25 16:59:30 -04:00
committed by GitHub
parent e755148f16
commit 60e8836968
2 changed files with 7 additions and 7 deletions
+4 -4
View File
@@ -265,8 +265,8 @@ int daObjDrop_c::modeParentWait() {
mModeAction = 1;
#if TARGET_PC
mModeTimer = dusk::getSettings().game.fastTears && dComIfGp_event_getMode() == 0 ? 0 : 40;
if (dusk::getSettings().game.fastTears && dComIfGp_event_getMode() == 0) {
mModeTimer = dusk::getSettings().game.fastTears ? 0 : 40;
if (dusk::getSettings().game.fastTears) {
current.pos.y += 100.0f;
} else {
current.pos.y += 300.0f;
@@ -285,7 +285,7 @@ int daObjDrop_c::modeParentWait() {
case 2:
createBodyEffect();
#if TARGET_PC
mModeTimer = dusk::getSettings().game.fastTears && dComIfGp_event_getMode() == 0 ? 0 : 45;
mModeTimer = dusk::getSettings().game.fastTears ? 0 : 45;
#else
mModeTimer = 45;
#endif
@@ -331,7 +331,7 @@ int daObjDrop_c::modeWait() {
case 2:
case 50:
#if TARGET_PC
if (dusk::getSettings().game.fastTears && dComIfGp_event_getMode() == 0) {
if (dusk::getSettings().game.fastTears) {
f32 player_dist = current.pos.abs(daPy_getPlayerActorClass()->current.pos);
f32 home_dist = current.pos.abs(home.pos);