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https://github.com/TwilitRealm/dusklight
synced 2026-06-02 01:30:00 -04:00
Patch shadow beasts to set Iza flags even if they are defeated as wolf.
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@@ -9,6 +9,9 @@
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#include "SSystem/SComponent/c_math.h"
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#include "Z2AudioLib/Z2Instances.h"
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#include "d/actor/d_a_player.h"
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#if TARGET_PC
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#include "d/actor/d_a_alink.h"
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#endif
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#include "d/d_com_inf_game.h"
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#include "d/d_path.h"
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#include "d/d_s_play.h"
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@@ -1643,6 +1646,18 @@ static void demo_camera(e_s1_class* i_this) {
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if (i_this->mDemoTimer == 137) {
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if (!dComIfGs_isSwitch(i_this->mSwBit, fopAcM_GetRoomNo(a_this))) {
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dComIfGs_onSwitch(i_this->mSwBit, fopAcM_GetRoomNo(a_this));
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#if TARGET_PC
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if (randomizer_IsActive() && daAlink_c::checkStageName("F_SP126")) {
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// We check to see if the flag being set is for the UZR portal as a safety precaution.
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if (i_this->mSwBit == 0x15 && g_dComIfG_gameInfo.info.getSavedata().getPlayer().getPlayerStatusA().getTransformStatus())
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{
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// Set the flag to make Iza 1 available and set the memory bit for having talked to her after opening the portal as human.
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dComIfGs_onEventBit(0xB02);
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dComIfGs_onSwitch(0x37, fopAcM_GetRoomNo(a_this));
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}
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// Note for the above stuff. This works for now. Eventually would like to adjust this to a FLW patch since I think we could accomplish similar results by having the conversation continue as normal regardless of form, but I haven't looked into it that much.
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}
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#endif
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OS_REPORT("S! BITSW %d\n", i_this->mSwBit);
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OS_REPORT("S! BITSW %d\n", dComIfGs_isSwitch(i_this->mSwBit, fopAcM_GetRoomNo(a_this)));
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}
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