ref: 3a2f900b3116bf958d436b4d1c3685c7719411f3
parent: 70df79a4f0f19243b48d403502d5e3c7034d4a75
author: Snesrev <[email protected]>
date: Tue Oct 18 21:50:37 EDT 2022
Fix medallion cast on the same frame as other things (#126) Bug report: A medallion cast can be interrupted and drain magic if you (1) are walking along a pit ledge (2) cast one frame after releasing a spin attack (3) cast on the same frame you start a cliff jump.
--- a/player.c
+++ b/player.c
@@ -241,24 +241,25 @@
if (!Link_HandleToss()) {
Link_HandleAPress();
- if ((link_state_bits | link_grabbing_wall) == 0 && link_unk_master_sword == 0 && link_player_handler_state != 17) {
+ if ((link_state_bits | link_grabbing_wall) == 0 && link_unk_master_sword == 0 && link_player_handler_state != kPlayerState_StartDash) {
Link_HandleYItem();
+ // Ensure we're not handling potions. Things further
+ // down don't assume this and change the module indexes randomly.
+ // This also fixes a bug where bombos, ether, quake get aborted if you use spin attack at the same time.
+ if ((enhanced_features0 & kFeatures0_MiscBugFixes) && (
+ main_module_index == 14 && submodule_index != 2 ||
+ link_player_handler_state == kPlayerState_Bombos ||
+ link_player_handler_state == kPlayerState_Ether ||
+ link_player_handler_state == kPlayerState_Quake))
+ goto getout_clear_vel;
if (sram_progress_indicator != 0) {
Link_HandleSwordCooldown();
+ if (link_player_handler_state == 3)
+ goto getout_clear_vel;
}
}
}
- // Ensure we're not handling potions. Things further
- // down don't assume this and change the module indexes randomly.
- // Also check for spin attack for some reason.
- if ((enhanced_features0 & kFeatures0_MiscBugFixes) && main_module_index == 14 && submodule_index != 2 ||
- link_player_handler_state == 3) {
- link_x_vel = link_y_vel = 0;
- goto getout_dostuff;
- }
-
-
Link_HandleCape_passive_LiftCheck();
if (link_incapacitated_timer) {
link_moving_against_diag_tile = 0;
@@ -321,10 +322,10 @@
Link_HandleVelocity();
Link_HandleCardinalCollision();
Link_HandleMovingAnimation_FullLongEntry();
- if (link_unk_master_sword)
+ if (link_unk_master_sword) getout_clear_vel: {
link_y_vel = link_x_vel = 0;
+ }
-getout_dostuff:
fallhole_var1 = 0;
// HandleIndoorCameraAndDoors must not be called twice in the same frame,