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Merge pull request #369 from RayDeeUx/geode
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2.0.0-beta26 hotfix so the children stop whining
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maxnut authored May 9, 2024
2 parents 181ab12 + bd5a5f3 commit e4dd4b6
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Showing 4 changed files with 5 additions and 31 deletions.
2 changes: 1 addition & 1 deletion mod.json
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
{
"geode": "2.0.0-beta.25",
"geode": "2.0.0-beta.26",
"gd": {
"win": "2.204"
},
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26 changes: 0 additions & 26 deletions res/hacks/player.json
Original file line number Diff line number Diff line change
Expand Up @@ -95,32 +95,6 @@
"on": "C3"
}
]
},
{
"description": "Disables the particles from the ship and the ufo.",
"name": "No Vehicle Particles",
"opcodes": [
{
"address": "0x2D4810",
"on": "90 90"
},
{
"address": "0x2C2DF1",
"on": "90 90"
},
{
"address": "0x49E5A0",
"on": "00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00"
},
{
"address": "0x49E5D0",
"on": "00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00"
},
{
"address": "0x49E600",
"on": "00 00 80 3F BF BE 3E 3F 00 00 00 00 00 00 00 00"
}
]
}
]
}
4 changes: 2 additions & 2 deletions src/Hacks/LayoutMode.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -129,15 +129,15 @@ class $modify(ShaderLayer)

class $modify(EffectGameObject)
{
bool triggerObject(GJBaseGameLayer* p0, int p1, gd::vector<int> const* p2)
void triggerObject(GJBaseGameLayer* p0, int p1, gd::vector<int> const* p2)
{
if (!Settings::get<bool>("level/layout_mode", false))
return EffectGameObject::triggerObject(p0, p1, p2);

int id = this->m_objectID;

if (id == 899 || id == 1006 || id == 1007 || id == 105 || id == 29 || id == 56 || id == 915 || id == 30 || id == 58)
return false;
return;

EffectGameObject::triggerObject(p0, p1, p2);
}
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4 changes: 2 additions & 2 deletions src/Hacks/ShowTrajectory.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -60,11 +60,11 @@ class $modify(HardStreak)

class $modify(EffectGameObject)
{
bool triggerObject(GJBaseGameLayer *p0, int p1, const gd::vector<int> *p2)
void triggerObject(GJBaseGameLayer *p0, int p1, const gd::vector<int> *p2)
{
//log::debug("is simulation {}", isSimulation);
if(isSimulation)
return true;
return;

return EffectGameObject::triggerObject(p0, p1, p2);
}
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