Patch shadow beasts to set Iza flags even if they are defeated as wolf.

This commit is contained in:
gymnast86
2026-04-17 14:36:43 -07:00
parent 7520998aca
commit cc75af7cce
+15
View File
@@ -9,6 +9,9 @@
#include "SSystem/SComponent/c_math.h"
#include "Z2AudioLib/Z2Instances.h"
#include "d/actor/d_a_player.h"
#if TARGET_PC
#include "d/actor/d_a_alink.h"
#endif
#include "d/d_com_inf_game.h"
#include "d/d_path.h"
#include "d/d_s_play.h"
@@ -1643,6 +1646,18 @@ static void demo_camera(e_s1_class* i_this) {
if (i_this->mDemoTimer == 137) {
if (!dComIfGs_isSwitch(i_this->mSwBit, fopAcM_GetRoomNo(a_this))) {
dComIfGs_onSwitch(i_this->mSwBit, fopAcM_GetRoomNo(a_this));
#if TARGET_PC
if (randomizer_IsActive() && daAlink_c::checkStageName("F_SP126")) {
// We check to see if the flag being set is for the UZR portal as a safety precaution.
if (i_this->mSwBit == 0x15 && g_dComIfG_gameInfo.info.getSavedata().getPlayer().getPlayerStatusA().getTransformStatus())
{
// Set the flag to make Iza 1 available and set the memory bit for having talked to her after opening the portal as human.
dComIfGs_onEventBit(0xB02);
dComIfGs_onSwitch(0x37, fopAcM_GetRoomNo(a_this));
}
// 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.
}
#endif
OS_REPORT("S! BITSW %d\n", i_this->mSwBit);
OS_REPORT("S! BITSW %d\n", dComIfGs_isSwitch(i_this->mSwBit, fopAcM_GetRoomNo(a_this)));
}