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	Fix the gauges in Dark Gaia boss. (#381)
* Apply offset scaling to Dark Gaia boss gauges. * Hide boss gauge in Inspire cutscenes.
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					 1 changed files with 18 additions and 7 deletions
				
			
		|  | @ -8,6 +8,7 @@ | |||
| 
 | ||||
| #include "aspect_ratio_patches.h" | ||||
| #include "camera_patches.h" | ||||
| #include "inspire_patches.h" | ||||
| 
 | ||||
| // These are here for now to not recompile basically all of the project.
 | ||||
| namespace Chao::CSD | ||||
|  | @ -347,7 +348,9 @@ enum | |||
| 
 | ||||
|     UNSTRETCH_HORIZONTAL = 1 << 19, | ||||
| 
 | ||||
|     CORNER_EXTRACT = 1 << 20 | ||||
|     CORNER_EXTRACT = 1 << 20, | ||||
| 
 | ||||
|     SKIP_INSPIRE = 1 << 21, | ||||
| }; | ||||
| 
 | ||||
| struct CsdModifier | ||||
|  | @ -364,10 +367,10 @@ static const xxHashMap<CsdModifier> g_modifiers = | |||
|     { HashStr("ui_balloon/window/footer"), { ALIGN_BOTTOM } }, | ||||
| 
 | ||||
|     // ui_boss_gauge
 | ||||
|     { HashStr("ui_boss_gauge/gauge_bg"), { ALIGN_TOP_RIGHT | SCALE } }, | ||||
|     { HashStr("ui_boss_gauge/gauge_2"), { ALIGN_TOP_RIGHT | SCALE } }, | ||||
|     { HashStr("ui_boss_gauge/gauge_1"), { ALIGN_TOP_RIGHT | SCALE } }, | ||||
|     { HashStr("ui_boss_gauge/gauge_breakpoint"), { ALIGN_TOP_RIGHT | SCALE } }, | ||||
|     { HashStr("ui_boss_gauge/gauge_bg"), { ALIGN_TOP_RIGHT | SCALE | SKIP_INSPIRE} }, | ||||
|     { HashStr("ui_boss_gauge/gauge_2"), { ALIGN_TOP_RIGHT | SCALE | SKIP_INSPIRE} }, | ||||
|     { HashStr("ui_boss_gauge/gauge_1"), { ALIGN_TOP_RIGHT | SCALE | SKIP_INSPIRE} }, | ||||
|     { HashStr("ui_boss_gauge/gauge_breakpoint"), { ALIGN_TOP_RIGHT | SCALE | SKIP_INSPIRE} }, | ||||
| 
 | ||||
|     // ui_boss_name
 | ||||
|     { HashStr("ui_boss_name/name_so/bg"), { UNSTRETCH_HORIZONTAL } }, | ||||
|  | @ -585,8 +588,10 @@ static const xxHashMap<CsdModifier> g_modifiers = | |||
|     { HashStr("ui_playscreen_ev_hit/chance_attack"), { ALIGN_RIGHT | SCALE } }, | ||||
| 
 | ||||
|     // ui_playscreen_su
 | ||||
|     { HashStr("ui_playscreen_su/su_sonic_gauge"), { ALIGN_BOTTOM_LEFT | SCALE } }, | ||||
|     { HashStr("ui_playscreen_su/gaia_gauge"), { ALIGN_BOTTOM_LEFT | SCALE } }, | ||||
|     { HashStr("ui_playscreen_su/su_sonic_gauge"), { ALIGN_BOTTOM_LEFT | SCALE | OFFSET_SCALE_LEFT, 632.0f } }, | ||||
|     { HashStr("ui_playscreen_su/su_sonic_gauge/position/C/R"), { ALIGN_BOTTOM_LEFT | SCALE | STORE_RIGHT_CORNER } }, | ||||
|     { HashStr("ui_playscreen_su/gaia_gauge"), { ALIGN_BOTTOM_LEFT | SCALE | OFFSET_SCALE_LEFT, 632.0f } }, | ||||
|     { HashStr("ui_playscreen_su/gaia_gauge/position/C/R"), { ALIGN_BOTTOM_LEFT | SCALE | STORE_RIGHT_CORNER } }, | ||||
|     { HashStr("ui_playscreen_su/footer"), { ALIGN_BOTTOM_RIGHT | SCALE } }, | ||||
| 
 | ||||
|     // ui_prov_playscreen
 | ||||
|  | @ -922,6 +927,12 @@ static void Draw(PPCContext& ctx, uint8_t* base, PPCFunc* original, uint32_t str | |||
|         return; | ||||
|     } | ||||
| 
 | ||||
|     // That goddamn boss gauge doesn't disappear in the cutscene where Dark Gaia and Chip hug each other
 | ||||
|     if ((modifier.flags & SKIP_INSPIRE) != 0 && !InspirePatches::s_sceneName.empty() && *reinterpret_cast<be<float>*>(base + ctx.r4.u32) >= 1280.0f) | ||||
|     { | ||||
|         return; | ||||
|     } | ||||
| 
 | ||||
|     if (g_cornerExtract) | ||||
|     { | ||||
|         if ((modifier.flags & (STORE_LEFT_CORNER | STORE_RIGHT_CORNER)) != 0) | ||||
|  |  | |||
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