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authorCaladius <Caladius@users.noreply.github.com>2025-10-30 11:49:39 -0400
committerGitHub <noreply@github.com>2025-10-30 11:49:39 -0400
commitc91588d8af126f68f032b65e552f6d8a029ded22 (patch)
tree2f86291b5a742841967a710cd4dd130117f3a5bb /mm/src/code
parent84f3aedf609b2795f3ba39612312a948be97fb8b (diff)
[Rando] Implement Traps (#1287)
* Initial Trap Implementation with 1 Trap Example. * New TrapTypes and Per Trap Custom Messages * Spruce up Menu and add placeholders for toggling traps * Reordering and clean up * Seeded Trap Models * Trap Type Opt-in * Add Jinx Trap * Add Enemy (Like Like) Trap * Fix Shop Item draws and convert for Progressive * Placeholder for Custom Model * Implemented time trap[Please Squash this] (#13) * Implemented time trap * Finished comment because im braindead today * Forgot to fix indentation(whoops) * Changed things not mess with the games code, added some more Time Trap messages * Removed a include I forgot to yoink from the base code. * Removed header define for VerifyTimeSkip * Clangit * Missed some leftovers from a merge conflict. * Clang format throwing a fit over a empty line * Added Timeskip CVar placeholder * Fixed issue where game crashes past midnight * Added Moonfall skipping prevention messures. * Added fallback loop to handle the remaining cycles in the event of a overflow. * Cleaner implementation * Keep it simple stupid * changed function name to be more accurate * Removed outdated comment, used TimeSkipInc for moonfall skip prevention * Reverted max trap(accidentally pushed it while testing) * Removed old unused value * Reduced the iteration by 1 to be closer to where it was at before. * Will this fix Windows? * Added TRAP_TIME to trapToCvarMap * Corrected typo on comment * Clangit...again * Added calls to load environment values and adjust the weather. * Update Time Trap and clean up code * Add Flash effect to Time Trap * Added a few more timeTrapMessages * I hate you clang format * Fix Trading Post Kick Out Time * Added map for all locations I can think of that close. * Clangit yet again * Removed Inn handling because the edge case related to it closing cannot happen * Corrected a whoopie I made when I was dealing with a conflict * Removed pointless condition check that is always true * Removed duped variable * Removed unnecessary data from SCENE_8ITEMSHO kickout entry * Removed now used TRADING_POS_ACTOR_PARAM --------- Co-authored-by: Caladius <clatini88@gmail.com> * Comment out Kick Out code for later TODO * Clean out commented code * Adds Wallet Trap and updates some tooltips * More Trap Messages * Even more trap messages * moooooore messages * update for clang * Feedback changes for Time Trap * Update Trap functions * Fix Matrix call * Trap Model Import (Thanks Zrc) * rename * Adjust size * update name for uniformity * Update mm/2s2h/Rando/MiscBehavior/Traps.cpp Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * Update mm/2s2h/Rando/MiscBehavior/Traps.cpp Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * feedback updates * Update notifications to remove color codes from trap messages when item skip is on * VBify Object Dependency * Fix comma * fix headers * Refactor ObjectDependency hook * Check if item get cutscenes are being skipped * Use brackets for LUS include * Header update --------- Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com> Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
Diffstat (limited to 'mm/src/code')
-rw-r--r--mm/src/code/z_scene.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/mm/src/code/z_scene.c b/mm/src/code/z_scene.c
index e76d74ed7..52def8ff0 100644
--- a/mm/src/code/z_scene.c
+++ b/mm/src/code/z_scene.c
@@ -1,5 +1,6 @@
#include "global.h"
#include <libultraship/bridge/consolevariablebridge.h>
+#include "GameInteractor/GameInteractor.h"
/**
* Spawn an object file of a specified ID that will persist through room changes.
@@ -112,7 +113,7 @@ s32 Object_GetSlot(ObjectContext* objectCtx, s16 objectId) {
}
}
- return CVarGetInteger("gDeveloperTools.DisableObjectDependency", 0) ? 0 : OBJECT_SLOT_NONE;
+ return GameInteractor_Should(VB_ENABLE_OBJECT_DEPENDENCY, true, objectId) ? OBJECT_SLOT_NONE : 0;
}
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 slot) {