basic no exit implementation

This commit is contained in:
inspectredc
2023-10-06 17:31:22 +01:00
parent ce9eda6085
commit 401eff9c6d
2 changed files with 3 additions and 1 deletions
+1 -1
View File
@@ -768,7 +768,7 @@ u32 interact_water_ring(struct MarioState *m, UNUSED u32 interactType, struct Ob
u32 interact_star_or_key(struct MarioState *m, UNUSED u32 interactType, struct Object *o) {
u32 starIndex;
u32 starGrabAction = ACT_STAR_DANCE_EXIT;
u32 noExit = (o->oInteractionSubtype & INT_SUBTYPE_NO_EXIT) != 0;
u32 noExit = (o->oInteractionSubtype & INT_SUBTYPE_NO_EXIT) != 0 || CVarGetInteger("gStarNoExit", 0);
u32 grandStar = (o->oInteractionSubtype & INT_SUBTYPE_GRAND_STAR) != 0;
if (m->health >= 0x100) {
+2
View File
@@ -270,6 +270,8 @@ void DrawEnhancementsMenu() {
if (ImGui::BeginMenu("Gameplay")) {
UIWidgets::PaddedEnhancementCheckbox("No Level of Detail (LOD)", "gDisableLOD", true, false);
UIWidgets::Tooltip("Disable Level of Detail (LOD) to avoid models using lower poly versions at a distance");
UIWidgets::PaddedEnhancementCheckbox("Collecting Stars Will Not Exit Level", "gStarNoExit", true, false);
UIWidgets::Tooltip("Stars act like the 100 coin star and will not take you out of the level");
ImGui::EndMenu();
}