diff options
| author | briaguya <70942617+briaguya-ai@users.noreply.github.com> | 2024-04-20 16:20:27 -0400 |
|---|---|---|
| committer | Garrett Cox <garrettjcox@gmail.com> | 2024-05-22 09:05:01 -0500 |
| commit | 90cb48826307facbf8e85416a493b41e51b1e7ff (patch) | |
| tree | 6fba195dcdbe6956b9a355fcc7f5c61afb3e9aa3 /mm/src/code | |
| parent | dfe0e1d6c229f8dedc0e0c28478b47db8310d7c8 (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.c | 11 |
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; |
