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authorPhilip Dubé <159546+serprex@users.noreply.github.com>2026-09-08 13:38:20 +0000
committerGitHub <noreply@github.com>2026-09-08 13:38:20 +0000
commitb4c41c9bf4ae32d32bd9172b88aff8456993ad0b (patch)
treea6ae0eab1e438009a4030135dd3e7453645f21c0 /soh/src/code
parent371ef6f8413a12e467f8be1a238b34c9abd0a794 (diff)
Jabu fish cutscene skip: immediately transition (#7159)
This avoids awkward pause, also prevents recapturing fish Also cleanup RSK_JABU_OPEN
Diffstat (limited to 'soh/src/code')
-rw-r--r--soh/src/code/z_demo.c15
1 files changed, 3 insertions, 12 deletions
diff --git a/soh/src/code/z_demo.c b/soh/src/code/z_demo.c
index 74429c237..65aa89b22 100644
--- a/soh/src/code/z_demo.c
+++ b/soh/src/code/z_demo.c
@@ -497,18 +497,9 @@ void Cutscene_Command_Terminator(PlayState* play, CutsceneContext* csCtx, CsCmdB
Player* player = GET_PLAYER(play);
s32 temp = 0;
- bool shouldSkipCommand = false;
-
- if (cmd->base == 8 && !GameInteractor_Should(VB_PLAY_PULL_MASTER_SWORD_CS, true)) {
- shouldSkipCommand = true;
- }
-
- if (cmd->base == 24 && !GameInteractor_Should(VB_PLAY_DROP_FISH_FOR_JABU_CS, true)) {
- shouldSkipCommand = true;
- }
-
- bool debugCsSkip = (CHECK_BTN_ALL(play->state.input[0].press.button, BTN_START) &&
- (gSaveContext.fileNum != 0xFEDC) && CVarGetInteger(CVAR_DEVELOPER_TOOLS("DebugEnabled"), 0));
+ bool shouldSkipCommand = cmd->base == 8 && !GameInteractor_Should(VB_PLAY_PULL_MASTER_SWORD_CS, true);
+ bool debugCsSkip = CHECK_BTN_ALL(play->state.input[0].press.button, BTN_START) &&
+ (gSaveContext.fileNum != 0xFEDC) && CVarGetInteger(CVAR_DEVELOPER_TOOLS("DebugEnabled"), 0);
if ((gSaveContext.gameMode != GAMEMODE_NORMAL) && (gSaveContext.gameMode != GAMEMODE_END_CREDITS) &&
(play->sceneNum != SCENE_HYRULE_FIELD) && (csCtx->frames > 20) &&