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Fix Dpad Ocarina L Btn & GI Dpad Stuff #578

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inspectredc
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@inspectredc inspectredc commented May 28, 2024

Tried Following the Pattern from #441 Here

This should fix #544

Few thoughts on my part:

  • Can we cache the Cvar Result for each frame and reset them?
  • Can this work as a hook which sets a bool only changing it when the cvar changes?
  • Are Cvars expensive enough that the points above would make sense?

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@inspectredc inspectredc force-pushed the dpad-ocarina-L-fix-cleanup branch from ed23011 to 2f7287c Compare May 28, 2024 10:34
@inspectredc inspectredc changed the base branch from develop to develop-rika May 28, 2024 10:34
@@ -230,3 +230,22 @@ int GameInteractor_InvertControl(GIInvertType type) {

return result;
}

uint32_t GameInteractor_Dpad(GIDpadType type, uint32_t buttonCombo) {
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So what I had in mind here was more generic than being specific to just dpad, but to just controls in general. For instance, you call GameInteractor_Btn(GI_BTN_OCARINA_UP), and a player could opt in to using their dpad, or even right stick to count as "OCARINA_UP".

Does that make sense? Also not sold on the name GI_BTN, just an example

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I think sticks and buttons are a bit too different to handle them like that honestly but I get the generalisation yea.

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I want to revisit this, but when we know more / have a better idea

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Yea sure, do you think I should make a separate PR with the fix?

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oh wait nvm ur approving

@garrettjoecox garrettjoecox merged commit a3add60 into HarbourMasters:develop-rika Jun 1, 2024
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Ocarina songs that don't use the A button aren't cancelled by L button when playing with D-pad ocarina
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