A few more QoL fixes, one from PR #423

This commit is contained in:
Colton Rushton 2021-02-26 13:29:43 -04:00
parent c4664e5127
commit 25479e6885
3 changed files with 15 additions and 1 deletions

View File

@ -35,7 +35,11 @@ void king_bobomb_act_0(void) {
o->oSubAction++;
func_8031FFB4(SEQ_PLAYER_LEVEL, 60, 40);
}
#ifndef QOL_FIXES
} else if (cur_obj_update_dialog_with_cutscene(2, 1, CUTSCENE_DIALOG, DIALOG_017)) {
#else
} else if (cur_obj_update_dialog_with_cutscene(1, 1, CUTSCENE_DIALOG, DIALOG_017)) {
#endif
o->oAction = 2;
o->oFlags |= OBJ_FLAG_HOLDABLE;
}
@ -151,7 +155,9 @@ void king_bobomb_act_6(void) {
o->oKingBobombUnk104++;
if (o->oKingBobombUnk104 > 3) {
o->oSubAction++;
#ifndef QOL_FIXES
; // Needed to match
#endif
}
} else {
if (o->oSubAction == 1) {
@ -170,7 +176,11 @@ void king_bobomb_act_6(void) {
void king_bobomb_act_7(void) {
cur_obj_init_animation_with_sound(2);
#ifndef QOL_FIXES
if (cur_obj_update_dialog_with_cutscene(2, 2, CUTSCENE_DIALOG, DIALOG_116)) {
#else
if (cur_obj_update_dialog_with_cutscene(1, 2, CUTSCENE_DIALOG, DIALOG_116)) {
#endif
create_sound_spawner(SOUND_OBJ_KING_WHOMP_DEATH);
cur_obj_hide();
cur_obj_become_intangible();

View File

@ -1054,7 +1054,11 @@ u32 interact_door(struct MarioState *m, UNUSED u32 interactType, struct Object *
}
u32 interact_cannon_base(struct MarioState *m, UNUSED u32 interactType, struct Object *o) {
#ifndef QOL_FIXES
if (m->action != ACT_IN_CANNON) {
#else
if (m->action != ACT_IN_CANNON && m->health >= 0x100) {
#endif
mario_stop_riding_and_holding(m);
o->oInteractStatus = INT_STATUS_INTERACTED;
m->interactObj = o;

View File

@ -952,7 +952,7 @@ s32 act_move_punching(struct MarioState *m) {
return set_mario_action(m, ACT_JUMP_KICK, 0);
#else
if ((mario_get_floor_class(m) == SURFACE_CLASS_NOT_SLIPPERY) || (mario_get_floor_class(m) == SURFACE_CLASS_DEFAULT)
|| (mario_get_floor_class(m) == SURFACE_HARD_NOT_SLIPPERY && SURFACE_HARD_SLIPPERY)) {
|| (mario_get_floor_class(m) == SURFACE_HARD_NOT_SLIPPERY) || (mario_get_floor_class(m) == SURFACE_HARD_SLIPPERY)) {
return set_mario_action(m, ACT_JUMP_KICK, 0);
} else {
return set_mario_action(m, ACT_DIVE, 0);