From 59617c2ee0b06216b94ed1aa72116f9c8b499346 Mon Sep 17 00:00:00 2001 From: ZedB0T <89345505+Zedb0T@users.noreply.github.com> Date: Fri, 2 Sep 2022 18:26:10 -0400 Subject: [PATCH] Make the citadel elevator come up when cutscene is skipped (#1832) Still comes up from the bottom, but its probably the "correct" way to do it? The other alternative would be killing Jak when the cutscene is skipped instead of `(start 'play (get-continue-by-name *game-info* "citadel-elevator"))` This would make the elevator at the top instantly, however it might mess with hp values and stored levels. Credit to Barg/dallmeyer --- goal_src/jak1/levels/citadel/citadel-sages.gc | 1 + 1 file changed, 1 insertion(+) diff --git a/goal_src/jak1/levels/citadel/citadel-sages.gc b/goal_src/jak1/levels/citadel/citadel-sages.gc index 88d18f1ffb..768311b979 100644 --- a/goal_src/jak1/levels/citadel/citadel-sages.gc +++ b/goal_src/jak1/levels/citadel/citadel-sages.gc @@ -1070,6 +1070,7 @@ (when (and (= (get-response (-> self query)) 'no) (or (not (= *cheat-mode* 'debug)) (not (cpad-hold? 0 r1))) (= (-> self which-movie) 1)) (format #t "skipped green-sagecage~%") (start 'play (get-continue-by-name *game-info* "citadel-elevator")) + (send-event (process-by-name "citb-exit-plat-4" *active-pool*) 'trigger) (set! (-> self draw bounds w) 10240.0) ((-> (method-of-type process-taskable play-anim) exit)) (set! (-> self which-movie) 2)