mirror of https://github.com/sm64pc/sm64pc.git
A few morw QoL tweaks
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3123010733
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9128f60553
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@ -786,6 +786,9 @@ void handle_menu_scrolling(s8 scrollDirection, s8 *currentIndex, s8 minIndex, s8
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if (currentIndex[0] < maxIndex) {
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play_sound(SOUND_MENU_CHANGE_SELECT, gDefaultSoundArgs);
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currentIndex[0]++;
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// this allows the pause menu arrow to loop when stick up is held down
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} else if (currentIndex[0] >= maxIndex) {
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currentIndex[0] = minIndex;
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}
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#endif
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}
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@ -803,6 +806,10 @@ void handle_menu_scrolling(s8 scrollDirection, s8 *currentIndex, s8 minIndex, s8
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if (currentIndex[0] > minIndex) {
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play_sound(SOUND_MENU_CHANGE_SELECT, gDefaultSoundArgs);
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currentIndex[0]--;
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// same as above, but with stick down instead of stick up
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} else if (currentIndex[0] <= minIndex) {
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play_sound(SOUND_MENU_CHANGE_SELECT, gDefaultSoundArgs);
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currentIndex[0] = maxIndex;
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}
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#endif
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}
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@ -392,23 +392,11 @@ u32 check_ledge_grab(struct MarioState *m, struct Surface *wall, Vec3f intendedP
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// a higher ledge than expected (glitchy ledge grab)
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ledgePos[0] = nextPos[0] - wall->normal.x * 60.0f;
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ledgePos[2] = nextPos[2] - wall->normal.z * 60.0f;
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#ifndef QOL_FIXES
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ledgePos[1] = find_floor(ledgePos[0], nextPos[1] + 160.0f, ledgePos[2], &ledgeFloor);
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#else
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// start the search for floors at y instead of y + 160
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ledgePos[1] = find_floor(ledgePos[0], nextPos[1], ledgePos[2], &ledgeFloor);
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#endif
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#ifndef QOL_FIXES
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if (ledgePos[1] - nextPos[1] <= 100.0f) {
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return 0;
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}
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#else
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// to compensate, increase this check to 260 instead of 100
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if (ledgePos[1] - nextPos[1] <= 260.0f) {
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return 0;
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}
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#endif
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vec3f_copy(m->pos, ledgePos);
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m->floor = ledgeFloor;
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