diff options
| author | PurpleHato <linkvssangoku.jr@gmail.com> | 2022-06-09 00:00:10 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-06-08 18:00:10 -0400 |
| commit | ac2127094b0ba1d2c99850a32eb8fe1cd5003055 (patch) | |
| tree | 98d962aac9b41785e0c7acc06c1835aac46719cd /soh/src/code | |
| parent | 3444868b952d281d759b6c130e4aa7833913028c (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.c | 8 |
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; } |
