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Adjust arrow checks to allow swapping if arrow is just in hand and not Z Targeting. #29

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Feb 7, 2024
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2 changes: 1 addition & 1 deletion code/source/main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -102,7 +102,7 @@ namespace rnd {
#if defined ENABLE_DEBUG || defined DEBUG_PRINT
auto* saveData = GetContext().gctx->GetPlayerActor();
if (newButtons == (u32)game::pad::Button::ZR)
rnd::util::Print("%s: Player held item is %#04x\n", __func__, saveData->held_item);
rnd::util::Print("%s: Flag is %#08x\n", __func__, saveData->flags1);
#endif
if (gSettingsContext.customMaskButton != 0 && pressedButtons == gSettingsContext.customMaskButton) {
game::ui::OpenScreen(game::ui::ScreenType::Masks);
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5 changes: 4 additions & 1 deletion code/source/rnd/settings.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -113,7 +113,10 @@ namespace rnd {
return gSettingsContext.enableFastMaskTransform;
} else if ((gSettingsContext.enableFastMaskTransform &&
player->flags1.IsSet(game::act::Player::Flag1::FirstPersonMode)) ||
(player->held_item >= game::ItemId::Arrow && player->held_item <= game::ItemId::LightArrow))
(player->held_item >= game::ItemId::Arrow && player->held_item <= game::ItemId::LightArrow &&
(player->flags1.IsSet(game::act::Player::Flag1::ZTargeting) ||
player->flags1.IsSet(game::act::Player::Flag1::ZTargetingWithoutTarget) ||
player->flags1.IsSet(game::act::Player::Flag1::ZTargetingWithTarget))))
return 0x00;
else {
return gSettingsContext.enableFastMaskTransform;
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