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Adds validation to GF Key Ring and Key Ring Count settings #2

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merged 3 commits into from
May 25, 2023

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Adds some logic to disable the Gerudo Fortress Key Ring Checkbox and change the maximum Key Ring count when Gerudo's Fortress cannot have a key ring.

@Archez Archez merged commit 015c30d into Archez:support-thieves-hideout-keyring May 25, 2023
Archez added a commit that referenced this pull request Jun 17, 2023
* 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 <70942617+briaguya-ai@users.noreply.github.com>

* Update ZAPDTR/ZAPD/ExecutableMain.cpp

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* Update ZAPDTR/ZAPD/CMakeLists.txt

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* Update ZAPDTR/ZAPD/GameConfig.cpp

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* Update ZAPDTR/ZAPD/Globals.cpp

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* Update ZAPDTR/ZAPD/Main.cpp

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* Update soh/CMakeLists.txt

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* Update soh/soh/Extractor/Extract.cpp

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* Update soh/soh/Extractor/Extract.cpp

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* Update soh/soh/Extractor/Extract.cpp

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* the last fix

* Add context to a comment

---------

Co-authored-by: Adam Bird <archez39@me.com>
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Archez pushed a commit that referenced this pull request Feb 16, 2024
* 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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