#include #include "Enhancements/GameInteractor/GameInteractor.h" extern "C" { #include "z64.h" extern PlayState* gPlayState; extern SaveContext gSaveContext; } void RegisterSkipIntroSequence() { REGISTER_VB_SHOULD(GI_VB_PLAY_TRANSITION_CS, { // Intro cutscene if (!(gSaveContext.save.entrance == ENTRANCE(CUTSCENE, 0) && gSaveContext.save.cutsceneIndex == 0)) return; if (CVarGetInteger("gEnhancements.Cutscenes.SkipIntroSequence", 0)) { gSaveContext.save.entrance = ENTRANCE(SOUTH_CLOCK_TOWN, 0); gSaveContext.save.hasTatl = true; gSaveContext.cycleSceneFlags[SCENE_INSIDETOWER].switch0 |= (1 << 0); gSaveContext.cycleSceneFlags[SCENE_OPENINGDAN].switch0 |= (1 << 2); gSaveContext.cycleSceneFlags[SCENE_OPENINGDAN].switch0 |= (1 << 0); gSaveContext.save.playerForm = PLAYER_FORM_DEKU; // Mark chest as opened and give the player the Deku Nuts gSaveContext.cycleSceneFlags[SCENE_OPENINGDAN].chest |= (1 << 0); Item_Give(gPlayState, ITEM_DEKU_NUTS_10); } }); }