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authorbriaguya <70942617+briaguya-ai@users.noreply.github.com>2024-04-20 16:20:27 -0400
committerGarrett Cox <garrettjcox@gmail.com>2024-05-22 09:05:01 -0500
commit90cb48826307facbf8e85416a493b41e51b1e7ff (patch)
tree6fba195dcdbe6956b9a355fcc7f5c61afb3e9aa3 /mm/src/code
parentdfe0e1d6c229f8dedc0e0c28478b47db8310d7c8 (diff)
fd anywhere using hooks (plus splitting enhancements out into files) (#226)
* fd anywhere using hooks (plus splitting enhancements out into files) Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: Archez <Archez@users.noreply.github.com> * add guards to headers * Update mm/src/code/z_parameter.c Co-authored-by: Garrett Cox <garrettjcox@gmail.com> * clean * macro magic * Apply suggestions from code review --------- Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: Archez <Archez@users.noreply.github.com> Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Diffstat (limited to 'mm/src/code')
-rw-r--r--mm/src/code/z_parameter.c11
1 files changed, 8 insertions, 3 deletions
diff --git a/mm/src/code/z_parameter.c b/mm/src/code/z_parameter.c
index 3396cdfc0..4ebca32ae 100644
--- a/mm/src/code/z_parameter.c
+++ b/mm/src/code/z_parameter.c
@@ -16,6 +16,7 @@
#include "BenPort.h"
#include <string.h>
#include "BenGui/HudEditor.h"
+#include "Enhancements/GameInteractor/GameInteractor.h"
// #region 2S2H [Port] Asset tables we can pull from instead of from ROM
#define dgEmptyTexture "__OTR__textures/virtual/gEmptyTexture"
@@ -2191,9 +2192,13 @@ void Interface_UpdateButtonsPart2(PlayState* play) {
}
} else if (GET_CUR_FORM_BTN_ITEM(i) == ITEM_MASK_FIERCE_DEITY) {
// Fierce Deity's Mask is equipped
- if ((play->sceneId != SCENE_MITURIN_BS) && (play->sceneId != SCENE_HAKUGIN_BS) &&
- (play->sceneId != SCENE_SEA_BS) && (play->sceneId != SCENE_INISIE_BS) &&
- (play->sceneId != SCENE_LAST_BS)) {
+ u8 vanillaSceneConditionResult =
+ (play->sceneId != SCENE_MITURIN_BS) &&
+ (play->sceneId != SCENE_HAKUGIN_BS) &&
+ (play->sceneId != SCENE_SEA_BS) &&
+ (play->sceneId != SCENE_INISIE_BS) &&
+ (play->sceneId != SCENE_LAST_BS);
+ if (GameInteractor_Should(GI_VB_DISABLE_FD_MASK, vanillaSceneConditionResult, NULL)) {
if (gSaveContext.buttonStatus[i] != BTN_DISABLED) {
gSaveContext.buttonStatus[i] = BTN_DISABLED;
restoreHudVisibility = true;