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#include <libultraship/bridge/consolevariablebridge.h>
#include "2s2h/GameInteractor/GameInteractor.h"
#include "2s2h/ShipInit.hpp"
extern "C" {
#include "variables.h"
void Player_PlaySfx(Player* player, u16 sfxId);
void PlayerCall_Init(Actor* thisx, PlayState* play);
void PlayerCall_Update(Actor* thisx, PlayState* play);
void PlayerCall_Draw(Actor* thisx, PlayState* play);
void TransitionFade_SetColor(void* thisx, u32 color);
}
#define CVAR_NAME "gEnhancements.Masks.FastTransformation"
#define CVAR CVarGetInteger(CVAR_NAME, 0)
void RegisterFastTransformation() {
COND_VB_SHOULD(VB_PREVENT_MASK_TRANSFORMATION_CS, CVAR, {
*should = true;
Player* player = GET_PLAYER(gPlayState);
// This was mostly copied directly from func_8012301C within z_player_lib.c
s16 objectId = gPlayerFormObjectIds[GET_PLAYER_FORM];
gActorOverlayTable[ACTOR_PLAYER].profile->objectId = objectId;
func_8012F73C(&gPlayState->objectCtx, player->actor.objectSlot, objectId);
player->actor.objectSlot = Object_GetSlot(&gPlayState->objectCtx, GAMEPLAY_KEEP);
s32 objectSlot = Object_GetSlot(&gPlayState->objectCtx, gActorOverlayTable[ACTOR_PLAYER].profile->objectId);
player->actor.objectSlot = objectSlot;
player->actor.shape.rot.z = GET_PLAYER_FORM + 1;
player->actor.init = PlayerCall_Init;
player->actor.update = PlayerCall_Update;
player->actor.draw = PlayerCall_Draw;
gSaveContext.save.equippedMask = PLAYER_MASK_NONE;
TransitionFade_SetColor(&gPlayState->unk_18E48, 0x000000);
R_TRANS_FADE_FLASH_ALPHA_STEP = -1;
Player_PlaySfx(GET_PLAYER(gPlayState), NA_SE_SY_TRANSFORM_MASK_FLASH);
// Clear previous mask to prevent crashing with masks being drawn while we switch transformations
if (player->transformation == PLAYER_FORM_HUMAN) {
player->prevMask = PLAYER_MASK_NONE;
}
});
}
static RegisterShipInitFunc initFunc(RegisterFastTransformation, { CVAR_NAME });
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