Skip to content

Notes shuffle Models tweaking#2

Merged
Pepe20129 merged 1 commit intoPepe20129:shuffle_ocarina_buttonsfrom
PurpleHato:ocarina_btn_shuffle_2_because_github_ided_on_me
Jul 18, 2023
Merged

Notes shuffle Models tweaking#2
Pepe20129 merged 1 commit intoPepe20129:shuffle_ocarina_buttonsfrom
PurpleHato:ocarina_btn_shuffle_2_because_github_ided_on_me

Conversation

@PurpleHato
Copy link

Removed dup vertices on same position + re-export

Removed dup vertices on same position + re-export
@Pepe20129 Pepe20129 merged commit 74534c5 into Pepe20129:shuffle_ocarina_buttons Jul 18, 2023
@PurpleHato PurpleHato deleted the ocarina_btn_shuffle_2_because_github_ided_on_me branch July 18, 2023 20:33
@PurpleHato PurpleHato restored the ocarina_btn_shuffle_2_because_github_ided_on_me branch July 18, 2023 20:33
@PurpleHato PurpleHato deleted the ocarina_btn_shuffle_2_because_github_ided_on_me branch July 18, 2023 20:33
garrettjoecox pushed a commit that referenced this pull request Feb 16, 2024
* Pause Warp Enhancement

This commit introduces the PauseWarp mod, a feature that allows players to warp to different locations in the game directly from the pause menu.

- Add PauseWarpState structure to manage flags and cooldowns for the pause warp feature.
- Implement IsStateValid function for state validation.
- Implement ResetStateFlags function to reset all state flags to default values.
- Add InitiateWarp function to handle the initiation of warp sequences.
- Implement HandleWarpConfirmation function to confirm and execute warp actions.
- Implement HandleCooldowns function to manage various cooldown timers.
- Add PauseWarp_Main function as the main logic, called every frame to handle pause warp functionality.
- Map warp song messages to in-game text messages.

* Warp Song Check

-Now if you do not have a warp song you won't be able to select the empty slot and still teleport.

* Added Audio Fanfares and Changed stateFlag1 to PLAYER_STATE1_IN_CUTSCENE

-When selecting a warp song the audio for the applicable warp song will now play for a extra vanilla feel.
-Changed the stateFlag1 because previously it just disabled input allowing enemies to harm you. Now that won't happen because the game is put into a cutscene state.

* Feedback Update

-A new hook was created 'OnPauseMenu' so now PauseWarp_Main is only called when the pause menu is open
-Moved pauswarp.c to the Enhancements folder
-Removed from graph.c

PR Change:
Changing to the main branch instead of sulu

* Feedback Update #2

-Introduced new function 'PauseWarp_Idle' now that 'PauseWarp_Main' is no longer called every frame
-Added C wrapper to access 'GameInteractor::IsSaveLoaded' and scrapped the 'IsStateValid' function
-Added 'PauseWarp_Idle' to the the 'RegisterPauseWarp' function
-Refactored the code some

* Linux Compile Issue

-Added a missing header that was causing a compile issue for linux
-Hopefully, it won't crash

* Minor Bug Fix

-Now link won't get soft locked when warping to the same location twice

* Update libultraship

* Revert "Update libultraship"

This reverts commit 746fc23.

* Bug Fix
-Added more checks to ensure vanilla behavior when a Ocarina is not in the players inventory.

* WIP

* Done unless I'm missing headers

* now we done

* clean up, these arn't needed anymore

* Rename OnPauseMenu to OnKaleidoUpdate
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants