diff options
| author | Garrett Cox <garrettjcox@gmail.com> | 2025-01-05 22:32:12 -0600 |
|---|---|---|
| committer | Garrett Cox <garrettjcox@gmail.com> | 2025-01-05 22:37:21 -0600 |
| commit | 290b1bc09f8d89daaf5cbf65979626355d79d03f (patch) | |
| tree | 392defe8833c9d67ec60f646e8de424789e2871d /mm/2s2h/DeveloperTools/SaveEditor.cpp | |
| parent | d287d0264713db82cffbd121236bc524d1c156a5 (diff) | |
Open clock tower rooftop when time is advanced
Diffstat (limited to 'mm/2s2h/DeveloperTools/SaveEditor.cpp')
| -rw-r--r-- | mm/2s2h/DeveloperTools/SaveEditor.cpp | 14 |
1 files changed, 14 insertions, 0 deletions
diff --git a/mm/2s2h/DeveloperTools/SaveEditor.cpp b/mm/2s2h/DeveloperTools/SaveEditor.cpp index d3b4550ed..a6044c80a 100644 --- a/mm/2s2h/DeveloperTools/SaveEditor.cpp +++ b/mm/2s2h/DeveloperTools/SaveEditor.cpp @@ -17,6 +17,7 @@ extern "C" { #include <variables.h> #include <functions.h> #include "overlays/actors/ovl_En_Test4/z_en_test4.h" +#include "overlays/actors/ovl_Obj_Tokei_Step/z_obj_tokei_step.h" extern PlayState* gPlayState; extern SaveContext gSaveContext; @@ -34,6 +35,9 @@ void PlayerCall_Update(Actor* thisx, PlayState* play); void PlayerCall_Draw(Actor* thisx, PlayState* play); void TransitionFade_SetColor(void* thisx, u32 color); +void ObjTokeiStep_SetupOpen(ObjTokeiStep* objTokeiStep); +void ObjTokeiStep_DrawOpen(Actor* actor, PlayState* play); +void ObjTokeiStep_DoNothing(ObjTokeiStep* objTokeiStep, PlayState* play); void func_80A42198(EnTest4* thisx); void func_80A425E4(EnTest4* thisx, PlayState* play); } @@ -219,6 +223,16 @@ void UpdateGameTime(u16 gameTime) { gSaveContext.screenScale = 1000.0f; gSaveContext.screenScaleFlag = false; } + + // Open the Clock Tower rooftop + if (((CURRENT_DAY == 3) && (gSaveContext.save.time < CLOCK_TIME(6, 0)))) { + ObjTokeiStep* objTokeiStep = (ObjTokeiStep*)Actor_FindNearby(gPlayState, &GET_PLAYER(gPlayState)->actor, + ACTOR_OBJ_TOKEI_STEP, ACTORCAT_BG, 99999.9f); + if (objTokeiStep != NULL && objTokeiStep->actionFunc == ObjTokeiStep_DoNothing) { + objTokeiStep->dyna.actor.draw = ObjTokeiStep_DrawOpen; + ObjTokeiStep_SetupOpen(objTokeiStep); + } + } } void DrawTempleClears() { |
