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Thread: Screen->State[ST_ITEM] && Screen->State[ST_SPECIALITEM]

  1. #1
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    Screen->State[ST_ITEM] && Screen->State[ST_SPECIALITEM]

    I cannot understand how these work, because for some reason, the script I have, (Thanks to Elmensajero on PureZC) will always play the sound, regardless of if the item is there or not.

    Code:
    ffc script gbcompass {
    	void run(int level, int mode, int sfx) {
    		bool hascompass = false;
    		if ((Game->LItems[level]&LI_COMPASS) == LI_COMPASS) {
    			//If Link has compass, set variable to true
    			hascompass = true;
    		}
    		if (hascompass && mode == 0 && !Screen->State[ST_SPECIALITEM]) {
    			//If Link has not gotten special item, play sound
    			Game->PlaySound(sfx);
    		}
    		else if(hascompass && mode == 1 && !Screen->State[ST_ITEM]) {
    			//If Link has not gotten regular item, play sound
    			Game->PlaySound(sfx);
    		}
    	}
    }
    Now, I know there's an issue with treasure chests and not updating Screen->State[ST_SPECIALITEM] that was just reported and fixed. However, Screen->State[ST_ITEM] doesn't appear to update for me as well, if I was to grab a key that would be just sitting there through the normal item dialog.

    What's up with this?

  2. #2
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    ZC Developer

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    Re: Screen->State[ST_ITEM] && Screen->State[ST_SPECIALITEM]

    It's a bug. Please wait until the next build!

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Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
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