private static void onTransitionEnd(On.Celeste.Player.orig_OnTransition orig, Player self) { orig(self); SpeedBerry speedBerry = self.Scene?.Tracker.GetEntity <SpeedBerry>(); if (speedBerry != null) { speedBerry.TimerDisplay?.StartTimer(); } }
private void onPlayerTransition(On.Celeste.Player.orig_OnTransition orig, Celeste.Player self) { int bakDashes = self.Dashes; float bakStamina = self.Stamina; orig(self); if (Settings.DisableRefillsOnScreenTransition) { self.Dashes = bakDashes; self.Stamina = bakStamina; } }
private static void PlayerOnOnTransition(On.Celeste.Player.orig_OnTransition orig, Player self) { orig(self); if (SpeedrunToolModule.Settings.Enabled && SpeedrunToolModule.Settings.AutoClearStateOnScreenTransition && StateManager.Instance.IsSaved && !StateManager.Instance.SavedByTas && self.Scene is Level level ) { StateManager.Instance.ClearStateAndShowMessage(level); } }
// transitioning, spawning and using refills are the 3 conditions when we **want** to refill stamina no matter what. private void modOnTransition(On.Celeste.Player.orig_OnTransition orig, Player self) { forceRefillStamina = true; orig(self); forceRefillStamina = false; }