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CC temp enemy fixes#38

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dcvz merged 2 commits intodcvz:feature/crowd-controlfrom
aMannus:cc-temp-enemy-fixes
Sep 25, 2022
Merged

CC temp enemy fixes#38
dcvz merged 2 commits intodcvz:feature/crowd-controlfrom
aMannus:cc-temp-enemy-fixes

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@aMannus
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@aMannus aMannus commented Sep 25, 2022

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@dcvz dcvz left a comment

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LGTM 👍 left some minor comments

posYOffset = 50;
}

if (Actor_Spawn(&gGlobalCtx->actorCtx, gGlobalCtx, enemyId, player->actor.world.pos.x + posXOffset,
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Can’t you just return the result of actor spawn? You’re not really comparing against null or anything.

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Woops. I did that at some point but must've reverted when trying to fix something. Will change this.

return EffectResult::Retry;
}

bool CrowdControl::SpawnEnemy(const char* effectId) {
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So far we’ve been using uint8_t instead of bools. No biggie though. Bools at probably more obvious.

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What do you prefer then? Bringing it in line with the rest or keep it as a bool?

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Or change all others to bools down the line?

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let's keep it as a bool

@dcvz dcvz merged commit 8273f92 into dcvz:feature/crowd-control Sep 25, 2022
@aMannus aMannus deleted the cc-temp-enemy-fixes branch September 26, 2022 11:49
dcvz added a commit that referenced this pull request Sep 28, 2022
* Start effects

* Disable input to game when typing in console

* Add gravity support

* noUI placeholder

* Add rest of effects to console

* Remove z_play code

* Add rupee modification

* Add OneHit KO (#27)

* few fix and paper Link

* Better method and now use the reset flag

* Revert "Better method and now use the reset flag"

This reverts commit 2aafcc1.

* Revert "few fix and paper Link"

This reverts commit 65e76dc.

* Paper Link & few fixes (#28)

* Implement pacifist mode (#30)

* Implement cucco storm (#31)

* Add no UI functionality (#32)

* Enable CrowdControl on windows (#33)

* Use std::format and implement wallmaster

* Implement defense modifier

* Implement no_z and clean up

* Implement reverse controls

* Some fixes while testing CC connection

* Implement speed modifier and fix defese modifier

* Fail magic effects if magic is not acquired

* Fix queue system

* Implement rainstorm

* Some cleanup

* Use IS_ZERO to handle very low near zero values

* Split some effects

* Fix emptying magic

* Don’t run cucco on pre-rendered backgrounds

* Use correct method for updating ruppees

* Fix decreasing speed

* Remove old SDL stuff

* Remove old fixes

* Enable Crowd Control for both debug and release

* Add missing returns

* Cleanup event firing

* Further clean up on event firing

* Fix some bugs

* CC fixes and enemy spawning (#35)

* Fix icetraps

* Fix title screen

* Fix pause screen

* Fix death screen timer & Code cleanup

* Fix timer during textboxes

* Code cleanup

* Add: Multiple enemy spawning

* More enemies + more code cleanup (#36)

* Enums for returning effect states

* Add more enemies

* Update CrowdControl.cpp

* Remove enums from enemies

* Fix up flow for events (#37)

# Conflicts:
#	soh/soh/Enhancements/crowd-control/CrowdControl.cpp

* Fix spawn position of likelike

* CC temp enemy fixes (#38)

* Check for pause in pacifist and allow button presses (#39)

* Fix Pacifist mode (#41)

* First attempt pacifier fix

* Real fix for pacifist mode

* Comment

* Remove cutscene and long delay from cucco_storm (#40)

* Some PR Fixes

* Use standard types

* Handle JSON parsing error and free memory

* Add CC configuration file

* Add: Giving deku shield option. Fix: Giant Lonk (#42)

* Small stalfos fix (#43)

* Syntax Improvements (#44)

* Revert bools to uint32_t

* Add comment about bools

* Fix cucco storm, fix empty heart (#45)

* Protect commands vector with mutex

* prefix effects with chaosEffect (#46)

Co-authored-by: briaguya <briaguya@alice>

Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
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2 participants