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authorMalkierian <malkierian@gmail.com>2023-11-26 09:34:54 -0700
committerGitHub <noreply@github.com>2023-11-26 11:34:54 -0500
commit3cf9d655a73ab76f7decd2bb4b2b18c1675d21d3 (patch)
tree401f284f674120c2015b2331db9a949971ee7eb9
parent95f27ace2e918a5512f4d2621a8dad3200042e7c (diff)
Disable Fix Vine Fall when Climb Everything is enabled (#3439)
* Disable Fix Vine Fall when Climb Everything is enabled. * Remove option disabling.
-rw-r--r--soh/src/overlays/actors/ovl_player_actor/z_player.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/soh/src/overlays/actors/ovl_player_actor/z_player.c b/soh/src/overlays/actors/ovl_player_actor/z_player.c
index 497935a69..52dc2a3e4 100644
--- a/soh/src/overlays/actors/ovl_player_actor/z_player.c
+++ b/soh/src/overlays/actors/ovl_player_actor/z_player.c
@@ -10101,7 +10101,8 @@ void func_80847BA0(PlayState* play, Player* this) {
D_808535F0 = func_80041DB8(&play->colCtx, this->actor.wallPoly, this->actor.wallBgId);
- if (CVarGetInteger("gFixVineFall", 0)) {
+ // conflicts arise from these two being enabled at once, and with ClimbEverything on, FixVineFall is redundant anyway
+ if (CVarGetInteger("gFixVineFall", 0) && !CVarGetInteger("gClimbEverything", 0)) {
/* This fixes the "started climbing a wall and then immediately fell off" bug.
* The main idea is if a climbing wall is detected, double-check that it will
* still be valid once climbing begins by doing a second raycast with a small