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Fix Link being given magic on save creation. This should fix all magi…
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…c check bugs until magic is retrieved. (#24)
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PhlexPlexico authored Feb 5, 2024
1 parent 576608c commit 02a0e30
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Showing 3 changed files with 7 additions and 4 deletions.
4 changes: 2 additions & 2 deletions code/source/main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -100,9 +100,9 @@ namespace rnd {
const u32 pressedButtons = gctx->pad_state.input.buttons.flags;
const u32 newButtons = gctx->pad_state.input.new_buttons.flags;
#if defined ENABLE_DEBUG || defined DEBUG_PRINT
auto& saveData = game::GetCommonData().save.equipment;
auto& saveData = game::GetCommonData().save;
if (newButtons == (u32)game::pad::Button::ZR)
rnd::util::Print("%s: Sword flag is %u\n", __func__, saveData.sword_shield.sword);
rnd::util::Print("%s: Sword flag is %u\n", __func__, saveData.player.magic);
#endif
if (gSettingsContext.customMaskButton != 0 && pressedButtons == gSettingsContext.customMaskButton) {
game::ui::OpenScreen(game::ui::ScreenType::Masks);
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4 changes: 2 additions & 2 deletions code/source/rnd/item_override.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -45,8 +45,8 @@ namespace rnd {
rItemOverrides[0].value.looksLikeItemId = 0x26;
rItemOverrides[1].key.scene = 0x6F;
rItemOverrides[1].key.type = ItemOverride_Type::OVR_COLLECTABLE;
rItemOverrides[1].value.getItemId = 0x48;
rItemOverrides[1].value.looksLikeItemId = 0x48;
rItemOverrides[1].value.getItemId = 0x49;
rItemOverrides[1].value.looksLikeItemId = 0x49;
rItemOverrides[2].key.scene = 0x12;
rItemOverrides[2].key.type = ItemOverride_Type::OVR_COLLECTABLE;
rItemOverrides[2].value.getItemId = 0x37;
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3 changes: 3 additions & 0 deletions code/source/rnd/savefile.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -700,6 +700,9 @@ namespace rnd {
playerData.magic_acquired = 1;
playerData.magic = 0x60;
equipmentData.data[3].item_btns[0] = game::ItemId::DekuNuts;
} else {
// Player initially is given magic 0x30 on save creation. This prevents that.
playerData.magic = 0x0;
}

if (gSettingsContext.startingDoubleDefense) {
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