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Save and quit #2
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lilDavid
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* wip * const * split zapd into two targets * Workingish. * fix working dir and copy xmls on build (#2) * dont change current working dir with dialog prompts * copy asset xmls to target dir * make zpadlib public * Messagebox. * Check for WIN32 * threading * Cleanups to the exporter and main. * Multi extraction. * Fix byteswap header includes. * Fix another byteswap include. * fix again. * stddef size_t * Add other targets for ZAPDLib * Non windows. * IDYES IDNO * Linux fixes * hopefully remove switch and wiiu from building extractor * Please? * validate roms and add another valid rom * ifdef out extract.h for switch and wiiu * Maybe update lux * Remove ZAPDlib from switch and WiiU * more rules * Update soh/soh/Extractor/Extract.cpp Co-authored-by: briaguya <[email protected]> * Update ZAPDTR/ZAPD/ExecutableMain.cpp Co-authored-by: briaguya <[email protected]> * Update ZAPDTR/ZAPD/CMakeLists.txt Co-authored-by: briaguya <[email protected]> * Update ZAPDTR/ZAPD/GameConfig.cpp Co-authored-by: briaguya <[email protected]> * Update ZAPDTR/ZAPD/Globals.cpp Co-authored-by: briaguya <[email protected]> * Update ZAPDTR/ZAPD/Main.cpp Co-authored-by: briaguya <[email protected]> * Update soh/CMakeLists.txt Co-authored-by: briaguya <[email protected]> * Update soh/soh/Extractor/Extract.cpp Co-authored-by: briaguya <[email protected]> * Update soh/soh/Extractor/Extract.cpp Co-authored-by: briaguya <[email protected]> * Update soh/soh/Extractor/Extract.cpp Co-authored-by: briaguya <[email protected]> * the last fix * Add context to a comment --------- Co-authored-by: Adam Bird <[email protected]> Co-authored-by: Adam Bird <[email protected]> Co-authored-by: briaguya <[email protected]>
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Adds validation to GF Key Ring and Key Ring Count settings
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* Pause Warp Enhancement This commit introduces the PauseWarp mod, a feature that allows players to warp to different locations in the game directly from the pause menu. - Add PauseWarpState structure to manage flags and cooldowns for the pause warp feature. - Implement IsStateValid function for state validation. - Implement ResetStateFlags function to reset all state flags to default values. - Add InitiateWarp function to handle the initiation of warp sequences. - Implement HandleWarpConfirmation function to confirm and execute warp actions. - Implement HandleCooldowns function to manage various cooldown timers. - Add PauseWarp_Main function as the main logic, called every frame to handle pause warp functionality. - Map warp song messages to in-game text messages. * Warp Song Check -Now if you do not have a warp song you won't be able to select the empty slot and still teleport. * Added Audio Fanfares and Changed stateFlag1 to PLAYER_STATE1_IN_CUTSCENE -When selecting a warp song the audio for the applicable warp song will now play for a extra vanilla feel. -Changed the stateFlag1 because previously it just disabled input allowing enemies to harm you. Now that won't happen because the game is put into a cutscene state. * Feedback Update -A new hook was created 'OnPauseMenu' so now PauseWarp_Main is only called when the pause menu is open -Moved pauswarp.c to the Enhancements folder -Removed from graph.c PR Change: Changing to the main branch instead of sulu * Feedback Update #2 -Introduced new function 'PauseWarp_Idle' now that 'PauseWarp_Main' is no longer called every frame -Added C wrapper to access 'GameInteractor::IsSaveLoaded' and scrapped the 'IsStateValid' function -Added 'PauseWarp_Idle' to the the 'RegisterPauseWarp' function -Refactored the code some * Linux Compile Issue -Added a missing header that was causing a compile issue for linux -Hopefully, it won't crash * Minor Bug Fix -Now link won't get soft locked when warping to the same location twice * Update libultraship * Revert "Update libultraship" This reverts commit 746fc23. * Bug Fix -Added more checks to ensure vanilla behavior when a Ocarina is not in the players inventory. * WIP * Done unless I'm missing headers * now we done * clean up, these arn't needed anymore * Rename OnPauseMenu to OnKaleidoUpdate
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Adds an enhancement option under Enhancements > Gameplay that changes the save prompt to also ask to continue playing like the Game Over screen does. Selecting Yes will close the pause menu as normal, and No will return to the title screen like on the Game Over screen.
If you want to continue without saving, pressing B or Start on the save prompt will still immediately close the pause menu.
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