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https://github.com/Zelda64Recomp/Zelda64Recomp.git
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Simple addition of a CHECK_EVENTINF to prevent the bug I experienced from occurring.
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parent
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1 changed files with 5 additions and 1 deletions
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@ -31,7 +31,7 @@ RECOMP_PATCH void KaleidoSetup_Update(PlayState* play) {
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if (!Play_InCsMode(play) || ((msgCtx->msgMode != MSGMODE_NONE) && (msgCtx->currentTextId == 0xFF))) {
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if ((play->unk_1887C < 2) && (gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY) &&
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(gSaveContext.magicState != MAGIC_STATE_FILL)) {
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if (!CHECK_EVENTINF(EVENTINF_17) && !(player->stateFlags1 & PLAYER_STATE1_20)) {
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if (!CHECK_EVENTINF(EVENTINF_17) && !(player->stateFlags1 & PLAYER_STATE1_20) && !(CHECK_EVENTINF(EVENTINF_41))) {
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if (!(play->actorCtx.flags & ACTORCTX_FLAG_TELESCOPE_ON) &&
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!(play->actorCtx.flags & ACTORCTX_FLAG_PICTO_BOX_ON)) {
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if (!play->actorCtx.isOverrideInputOn) {
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@ -74,6 +74,10 @@ RECOMP_DECLARE_EVENT(recomp_on_autosave(PlayState* play));
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RECOMP_DECLARE_EVENT(recomp_after_autosave(PlayState* play));
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RECOMP_EXPORT void recomp_do_autosave(PlayState* play) {
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// Tell console we are autosaving for debugging
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recomp_printf("Triggering auto save at %d \n", gSaveContext.save.time);
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//recomp_printf("Loaded entrance: %d in scene: %d\n", autosave_entrance, scene_id);
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// @recomp_event recomp_on_autosave(PlayState* play): Autosave triggered.
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recomp_on_autosave(play);
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// Transfer the scene flags into the cycle flags.
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