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authorPurpleHato <linkvssangoku.jr@gmail.com>2022-06-09 00:00:10 +0200
committerGitHub <noreply@github.com>2022-06-08 18:00:10 -0400
commitac2127094b0ba1d2c99850a32eb8fe1cd5003055 (patch)
tree98d962aac9b41785e0c7acc06c1835aac46719cd /soh/src/code
parent3444868b952d281d759b6c130e4aa7833913028c (diff)
ADDED: Draw Distance toggle under Experimental enhancement + Bugfix (#398)
* ADDED: Draw Distance toggle under Experimental enhancement * FIXED: Dark Link Apparition + Kokiri NPC spawn * Added a Toggle for Kokiri NPC since they are mystics * TWKEA: Desciription got the Kokiri draw distance * FIXED: Horses behavior Fixed Epona shout on title screen + Epona call from songFixed Zelda and Ganon horses that could still be seen on camera pan on the castle escape cinematic
Diffstat (limited to 'soh/src/code')
-rw-r--r--soh/src/code/z_actor.c8
1 files changed, 6 insertions, 2 deletions
diff --git a/soh/src/code/z_actor.c b/soh/src/code/z_actor.c
index 702ab622a..79a3f4032 100644
--- a/soh/src/code/z_actor.c
+++ b/soh/src/code/z_actor.c
@@ -1163,7 +1163,9 @@ void Actor_Init(Actor* actor, GlobalContext* globalCtx) {
actor->uncullZoneForward = 1000.0f;
actor->uncullZoneScale = 350.0f;
actor->uncullZoneDownward = 700.0f;
- if (CVar_GetS32("gDisableDrawDistance", 0) != 0) {
+ if (CVar_GetS32("gDisableDrawDistance", 0) != 0 && actor->id != ACTOR_EN_TORCH2 && actor->id != ACTOR_EN_BLKOBJ // Extra check for Dark Link and his room
+ && actor->id != ACTOR_EN_HORSE // Check for Epona, else if we call her she will spawn at the other side of the map + we can hear her during the title screen sequence
+ && actor->id != ACTOR_EN_HORSE_GANON && actor->id != ACTOR_EN_HORSE_ZELDA) { // check for Zelda's and Ganondorf's horses that will always be scene during cinematic whith camera paning
actor->uncullZoneForward = 32767.0f;
actor->uncullZoneScale = 32767.0f;
actor->uncullZoneDownward = 32767.0f;
@@ -2690,7 +2692,9 @@ s32 func_800314B0(GlobalContext* globalCtx, Actor* actor) {
s32 func_800314D4(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, f32 arg3) {
f32 var;
- if (CVar_GetS32("gDisableDrawDistance", 0) != 0) {
+ if (CVar_GetS32("gDisableDrawDistance", 0) != 0 && actor->id != ACTOR_EN_TORCH2 && actor->id != ACTOR_EN_BLKOBJ // Extra check for Dark Link and his room
+ && actor->id != ACTOR_EN_HORSE // Check for Epona, else if we call her she will spawn at the other side of the map + we can hear her during the title screen sequence
+ && actor->id != ACTOR_EN_HORSE_GANON && actor->id != ACTOR_EN_HORSE_ZELDA) { // check for Zelda's and Ganondorf's horses that will always be scene during cinematic whith camera paning
return true;
}