Fix bugs and make mod import go to AppData
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parent
170ee24e50
commit
8f28eb2e0d
7
Makefile
7
Makefile
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@ -627,6 +627,9 @@ _ := $(shell rm -rf ./$(BUILD_DIR)/$(LANG_DIR))
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MOD_DIR := mods
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# Remove old mod dir
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_ := $(PYTHON) $(TOOLS_DIR)/remove_built_in_mods.py
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# Automatic dependency files
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DEP_FILES := $(O_FILES:.o=.d) $(ULTRA_O_FILES:.o=.d) $(GODDARD_O_FILES:.o=.d) $(BUILD_DIR)/$(LD_SCRIPT).d
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@ -1170,9 +1173,7 @@ $(BUILD_DIR)/$(LANG_DIR):
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@$(CP) -f -r $(LANG_DIR) $(BUILD_DIR)
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$(BUILD_DIR)/$(MOD_DIR):
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@if [ ! -d "$(BUILD_DIR)/$(MOD_DIR)" ]; then \
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$(CP) -f -r $(MOD_DIR) $(BUILD_DIR); \
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fi
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$(CP) -f -r $(MOD_DIR) $(BUILD_DIR)
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# Extra object file dependencies
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@ -1,16 +1,16 @@
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-- name: [CS] Vl and Cjes Luigi
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-- name: [CS] VL-Tone & Cjes Luigi
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-- description: A character swap mod using the Character Select's API.
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local E_MODEL_VL = smlua_model_util_get_id("vl_geo")
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local E_MODEL_CJES = smlua_model_util_get_id("cjes_geo")
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local TEXT_MOD_NAME = "Vl and Cjes Luigi"
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local TEXT_MOD_NAME = "VL-Tone & Cjes Luigi"
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local TEX_LUIGI = get_texture_info("luigi-icon")
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if _G.charSelectExists then
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_G.charSelect.character_add("VL Luigi", {" A fanmade model of Luigi.", "The model was created for the", "program Toad's Tool 64, a romhack editor.", "This model is a nostalgic throwback to", "many players in the SM64 Community!"}, "VL Tone", {r = 0, g = 152, b = 0}, E_MODEL_VL, CT_LUIGI, TEX_LUIGI)
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_G.charSelect.character_add("VL-Tone Luigi", {" A fanmade model of Luigi.", "The model was created for the", "program Toad's Tool 64, a romhack editor.", "This model is a nostalgic throwback to", "many players in the SM64 Community!"}, "VL-Tone", {r = 0, g = 152, b = 0}, E_MODEL_VL, CT_LUIGI, TEX_LUIGI)
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_G.charSelect.character_add("Cjes Luigi", {"Another fanmade Luigi model.", "The model originates from Super", "Luigi 64 in 2015.", "This model originally was the", "main Luigi model for ex-Coop before", "the giga leak occured in 2020 and", "eventually replaced it." }, "Cjes", {r = 0, g = 152, b = 0}, E_MODEL_CJES, CT_LUIGI, TEX_LUIGI)
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else
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djui_popup_create("\\#ffffdc\\\n"..TEXT_MOD_NAME.."\nRequires the Character Select Mod\nto use as a Library!\n\nPlease turn on the Character Select Mod\nand Restart the Room!", 6)
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djui_popup_create("\\#ffffdc\\\n"..TEXT_MOD_NAME.."\nRequires the Character Select Mod\nto use as a Library!\n\nPlease turn on the Character Select Mod\nand Restart the Room!", 6)
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end
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@ -247,8 +247,9 @@ u16 level_control_timer(s32 timerOp) {
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u32 pressed_pause(void) {
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u32 dialogActive = get_dialog_id() >= 0;
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u32 intangible = (gMarioState->action & ACT_FLAG_INTANGIBLE) != 0;
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u32 firstPerson = gMarioState->action == ACT_FIRST_PERSON;
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if (!intangible && !dialogActive && !gWarpTransition.isActive && sDelayedWarpOp == WARP_OP_NONE
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if (!intangible && !dialogActive && !firstPerson && !gWarpTransition.isActive && sDelayedWarpOp == WARP_OP_NONE
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&& (gPlayer1Controller->buttonPressed & START_BUTTON)) {
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return TRUE;
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}
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@ -11,7 +11,7 @@
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static bool mod_import_lua(char* src) {
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char dst[SYS_MAX_PATH] = { 0 };
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if (!concat_path(dst, (char*)MOD_DIRECTORY, path_basename(src))) {
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if (!concat_path(dst, (char*)fs_get_write_path(MOD_DIRECTORY), path_basename(src))) {
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LOG_ERROR("Failed to concat path for lua mod import");
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return false;
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}
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@ -93,13 +93,13 @@ static bool mod_import_zip(char* path, bool* isLua, bool* isDynos) {
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char dstDirectory[SYS_MAX_PATH] = { 0 };
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char dst[SYS_MAX_PATH] = { 0 };
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if (*isLua) {
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snprintf(dstDirectory, SYS_MAX_PATH, "%s", (char*)MOD_DIRECTORY);
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snprintf(dstDirectory, SYS_MAX_PATH, "%s", (char*)fs_get_write_path(MOD_DIRECTORY));
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} else if (*isDynos) {
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char* dynosPath = (char*)DYNOS_RES_FOLDER;
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char* dynosPath = (char*)fs_get_write_path(DYNOS_RES_FOLDER);
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if (!fs_sys_dir_exists(dynosPath)) {
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fs_sys_mkdir(dynosPath);
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}
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snprintf(dstDirectory, SYS_MAX_PATH, "%s", (char*)DYNOS_PACKS_FOLDER);
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snprintf(dstDirectory, SYS_MAX_PATH, "%s", (char*)fs_get_write_path(DYNOS_PACKS_FOLDER));
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} else {
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LOG_ERROR("Could not figure out what type of mod this is");
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mz_zip_reader_end(&zip_archive);
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@ -0,0 +1,15 @@
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import os
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import sys
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if not os.path.exists("build/us_pc/mods"):
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sys.exit(0)
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built_in_mods = []
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for mod in os.listdir("mods"):
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if os.path.isdir(mod) or (os.path.isfile(mod) and mod.endswith(".lua")):
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built_in_mods.append(mod)
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for mod in os.listdir("build/us_pc/mods"):
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if mod in built_in_mods:
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os.remove(mod)
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