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Add pulsate boss icon enhancement
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Rozelette committed Dec 8, 2024
1 parent bccd969 commit 0c5ffd9
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Showing 3 changed files with 17 additions and 3 deletions.
2 changes: 2 additions & 0 deletions soh/soh/SohMenuBar.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1555,6 +1555,8 @@ void DrawEnhancementsMenu() {
UIWidgets::Tooltip("Restores the original outcomes when performing Reverse Bottle Adventure.");
UIWidgets::PaddedEnhancementCheckbox("Early Eyeball Frog", CVAR_ENHANCEMENT("EarlyEyeballFrog"), true, false);
UIWidgets::Tooltip("Restores a bug from NTSC 1.0/1.1 that allows you to obtain the eyeball frog from King Zora instead of the Zora Tunic by holding shield.");
UIWidgets::PaddedEnhancementCheckbox("Pulsate boss icon", CVAR_ENHANCEMENT("PulsateBossIcon"), true, false);
UIWidgets::Tooltip("Restores an unfinished feature to pulsate the boss room icon when you are in the boss room.");

ImGui::EndMenu();
}
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2 changes: 1 addition & 1 deletion soh/src/code/z_kaleido_scope_call.c
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@

void (*sKaleidoScopeUpdateFunc)(PlayState* play);
void (*sKaleidoScopeDrawFunc)(PlayState* play);
f32 gBossMarkScale;
f32 gBossMarkScale = 1.0f;
u32 D_8016139C;
PauseMapMarksData* gLoadedPauseMarkDataTable;

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16 changes: 14 additions & 2 deletions soh/src/overlays/misc/ovl_kaleido_scope/z_lmap_mark.c
Original file line number Diff line number Diff line change
Expand Up @@ -37,8 +37,6 @@ extern PauseMapMarksData gPauseMapMarkDataTable[];
extern PauseMapMarksData gPauseMapMarkDataTableMasterQuest[];

void PauseMapMark_Init(PlayState* play) {
gBossMarkState = 0;
gBossMarkScale = 1.0f;
if(ResourceMgr_IsGameMasterQuest()) {
gLoadedPauseMarkDataTable = gPauseMapMarkDataTableMasterQuest;
} else {
Expand Down Expand Up @@ -172,6 +170,20 @@ void PauseMapMark_Draw(PlayState* play) {
case SCENE_ICE_CAVERN:
PauseMapMark_DrawForDungeon(play);
break;
case SCENE_DEKU_TREE_BOSS:
case SCENE_DODONGOS_CAVERN_BOSS:
case SCENE_JABU_JABU_BOSS:
case SCENE_FOREST_TEMPLE_BOSS:
case SCENE_FIRE_TEMPLE_BOSS:
case SCENE_WATER_TEMPLE_BOSS:
case SCENE_SPIRIT_TEMPLE_BOSS:
case SCENE_SHADOW_TEMPLE_BOSS:
case SCENE_GANONDORF_BOSS:
case SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR:
if (CVarGetInteger(CVAR_ENHANCEMENT("PulsateBossIcon"), 0) != 0) {
PauseMapMark_DrawForDungeon(play);
}
break;
}

PauseMapMark_Clear(play);
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