diff --git a/mm/2s2h/BenGui/BenMenuBar.cpp b/mm/2s2h/BenGui/BenMenuBar.cpp index b45c3ed14..d1c3741fa 100644 --- a/mm/2s2h/BenGui/BenMenuBar.cpp +++ b/mm/2s2h/BenGui/BenMenuBar.cpp @@ -615,8 +615,32 @@ const char* logLevels[] = { void DrawDeveloperToolsMenu() { if (UIWidgets::BeginMenu("Developer Tools", UIWidgets::Colors::Yellow)) { - UIWidgets::CVarCheckbox("Debug Mode", "gDeveloperTools.DebugEnabled", - { .tooltip = "Enables Debug Mode, allowing you to select maps with L + R + Z." }); + if (UIWidgets::CVarCheckbox("Debug Mode", "gDeveloperTools.DebugEnabled", + { .tooltip = "Enables Debug Mode, revealing some developer options and allows you " + "to enter Map Select with L + R + Z" })) { + // If disabling debug mode, disable all debug features + if (!CVarGetInteger("gDeveloperTools.DebugEnabled", 0)) { + CVarClear("gDeveloperTools.DebugSaveFileMode"); + CVarClear("gDeveloperTools.PreventActorUpdate"); + CVarClear("gDeveloperTools.PreventActorDraw"); + CVarClear("gDeveloperTools.PreventActorInit"); + CVarClear("gDeveloperTools.DisableObjectDependency"); + if (gPlayState != NULL) { + gPlayState->frameAdvCtx.enabled = false; + } + RegisterDebugSaveCreate(); + RegisterPreventActorUpdateHooks(); + RegisterPreventActorDrawHooks(); + RegisterPreventActorInitHooks(); + } + } + if (ImGui::IsItemHovered()) { + ImGui::BeginTooltip(); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), + "Warning: Some of these features can break your game,\nor cause unexpected behavior, " + "please ensure you disable them\nbefore reporting any bugs."); + ImGui::EndTooltip(); + } if (CVarGetInteger("gDeveloperTools.DebugEnabled", 0)) { UIWidgets::CVarCheckbox( @@ -629,45 +653,48 @@ void DrawDeveloperToolsMenu() { "Change the behavior of creating saves while debug mode is enabled:\n\n" "- Empty Save: The default 3 heart save file in first cycle\n" "- Vanilla Debug Save: Uses the title screen save info (8 hearts, all items and masks)\n" - "- 100\% Save: All items, equipment, mask, quast status and bombers notebook complete" })) { + "- 100\% Save: All items, equipment, mask, quast status and bombers notebook complete", + .defaultIndex = DEBUG_SAVE_INFO_NONE })) { RegisterDebugSaveCreate(); } - } - if (UIWidgets::CVarCheckbox("Prevent Actor Update", "gDeveloperTools.PreventActorUpdate")) { - RegisterPreventActorUpdateHooks(); - } - if (UIWidgets::CVarCheckbox("Prevent Actor Draw", "gDeveloperTools.PreventActorDraw")) { - RegisterPreventActorDrawHooks(); - } - if (UIWidgets::CVarCheckbox("Prevent Actor Init", "gDeveloperTools.PreventActorInit")) { - RegisterPreventActorInitHooks(); - } - if (UIWidgets::CVarCombobox("Log Level", "gDeveloperTools.LogLevel", logLevels, - { - .tooltip = "The log level determines which messages are printed to the " - "console. This does not affect the log file output", - .defaultIndex = 1, - })) { - Ship::Context::GetInstance()->GetLogger()->set_level( - (spdlog::level::level_enum)CVarGetInteger("gDeveloperTools.LogLevel", 1)); - } + if (UIWidgets::CVarCheckbox("Prevent Actor Update", "gDeveloperTools.PreventActorUpdate")) { + RegisterPreventActorUpdateHooks(); + } + if (UIWidgets::CVarCheckbox("Prevent Actor Draw", "gDeveloperTools.PreventActorDraw")) { + RegisterPreventActorDrawHooks(); + } + if (UIWidgets::CVarCheckbox("Prevent Actor Init", "gDeveloperTools.PreventActorInit")) { + RegisterPreventActorInitHooks(); + } + UIWidgets::CVarCheckbox("Disable Object Dependency", "gDeveloperTools.DisableObjectDependency"); - if (gPlayState != NULL) { - ImGui::Separator(); - UIWidgets::Checkbox( - "Frame Advance", (bool*)&gPlayState->frameAdvCtx.enabled, - { .tooltip = "This allows you to advance through the game one frame at a time on command. " - "To advance a frame, hold Z and tap R on the second controller. Holding Z " - "and R will advance a frame every half second. You can also use the buttons below." }); - if (gPlayState->frameAdvCtx.enabled) { - if (UIWidgets::Button("Advance 1", { .size = UIWidgets::Sizes::Inline })) { - CVarSetInteger("gDeveloperTools.FrameAdvanceTick", 1); - } - ImGui::SameLine(); - UIWidgets::Button("Advance (Hold)", { .size = UIWidgets::Sizes::Inline }); - if (ImGui::IsItemActive()) { - CVarSetInteger("gDeveloperTools.FrameAdvanceTick", 1); + if (UIWidgets::CVarCombobox("Log Level", "gDeveloperTools.LogLevel", logLevels, + { + .tooltip = "The log level determines which messages are printed to the " + "console. This does not affect the log file output", + .defaultIndex = 1, + })) { + Ship::Context::GetInstance()->GetLogger()->set_level( + (spdlog::level::level_enum)CVarGetInteger("gDeveloperTools.LogLevel", 1)); + } + + if (gPlayState != NULL) { + ImGui::Separator(); + UIWidgets::Checkbox( + "Frame Advance", (bool*)&gPlayState->frameAdvCtx.enabled, + { .tooltip = "This allows you to advance through the game one frame at a time on command. " + "To advance a frame, hold Z and tap R on the second controller. Holding Z " + "and R will advance a frame every half second. You can also use the buttons below." }); + if (gPlayState->frameAdvCtx.enabled) { + if (UIWidgets::Button("Advance 1", { .size = UIWidgets::Sizes::Inline })) { + CVarSetInteger("gDeveloperTools.FrameAdvanceTick", 1); + } + ImGui::SameLine(); + UIWidgets::Button("Advance (Hold)", { .size = UIWidgets::Sizes::Inline }); + if (ImGui::IsItemActive()) { + CVarSetInteger("gDeveloperTools.FrameAdvanceTick", 1); + } } } } diff --git a/mm/2s2h/DeveloperTools/ActorViewer.cpp b/mm/2s2h/DeveloperTools/ActorViewer.cpp index e87b920e5..5d87962a2 100644 --- a/mm/2s2h/DeveloperTools/ActorViewer.cpp +++ b/mm/2s2h/DeveloperTools/ActorViewer.cpp @@ -277,8 +277,15 @@ void ActorViewerWindow::DrawElement() { ImGui::InputScalar("rZ", ImGuiDataType_S16, &newActor.rot.z); ImGui::EndGroup(); - UIWidgets::CVarCheckbox("Remove Obj Dep?", "gObjDep", - { .tooltip = "Allows actors to spawn where/when they normally wouldn't." }); + UIWidgets::CVarCheckbox("Disable Object Dependency", "gDeveloperTools.DisableObjectDependency"); + if (ImGui::IsItemHovered()) { + ImGui::BeginTooltip(); + ImGui::TextColored( + ImVec4(1.0f, 1.0f, 0.0f, 1.0f), + "Warning: This will cause some actors to spawn in places they normally wouldn't,\nplease ensure " + "this is disabled before reporting any actor related issues"); + ImGui::EndTooltip(); + } if (UIWidgets::Button("Fetch from Link")) { Player* player = GET_PLAYER(gPlayState); diff --git a/mm/2s2h/DeveloperTools/WarpPoint.cpp b/mm/2s2h/DeveloperTools/WarpPoint.cpp index 1bf27dee7..cde2fb3e6 100644 --- a/mm/2s2h/DeveloperTools/WarpPoint.cpp +++ b/mm/2s2h/DeveloperTools/WarpPoint.cpp @@ -67,6 +67,7 @@ void RenderWarpPointSection() { CVarGetInteger(CV "Room", 0), PLAYER_PARAMS(0xFF, PLAYER_INITMODE_D), &pos, CVarGetFloat(CV "Rotation", 0.0f)); func_80169EFC(&gPlayState->state); + gSaveContext.respawnFlag = -8; } } } diff --git a/mm/src/code/z_scene.c b/mm/src/code/z_scene.c index e74852dc2..da086e074 100644 --- a/mm/src/code/z_scene.c +++ b/mm/src/code/z_scene.c @@ -110,7 +110,7 @@ s32 Object_GetSlot(ObjectContext* objectCtx, s16 objectId) { } } - return CVarGetInteger("gObjDep", 0) ? 0 : -1; + return CVarGetInteger("gDeveloperTools.DisableObjectDependency", 0) ? 0 : -1; } s32 Object_IsLoaded(ObjectContext* objectCtx, s32 slot) {