Cleaning bool check and now use proper variable. (#261)

Baou is a noob and confirming it everyday.
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Baoulettes 2022-05-04 03:00:49 +02:00 committed by GitHub
parent 47331a904f
commit 091983b3e3
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1 changed files with 4 additions and 5 deletions

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@ -1034,13 +1034,12 @@ void TitleCard_Draw(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
shiftBottomY = 0x1000;
//if this card is bosses cards, has translation and that is not using English language.
if (titleCtx->isBossCard == 1 && titleCtx->hasTranslation == 1 && gSaveContext.language != LANGUAGE_ENG) {
if (titleCtx->isBossCard && titleCtx->hasTranslation && gSaveContext.language != LANGUAGE_ENG) {
textureLanguageOffset = (width * height * gSaveContext.language);
if (gSaveContext.language == LANGUAGE_GER) {
textureLanguageOffset = (width * height * gSaveContext.language);
shiftTopY = 0x400;
shiftBottomY = 0x1400;
} else if (gSaveContext.language == LANGUAGE_FRA) {
textureLanguageOffset = (width * height * gSaveContext.language);
shiftTopY = 0x800;
shiftBottomY = 0x1800;
}
@ -1052,7 +1051,7 @@ void TitleCard_Draw(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
gDPSetPrimColor(WORLD_OVERLAY_DISP++, 0, 0, (u8)titleCtx->intensity, (u8)titleCtx->intensity, (u8)titleCtx->intensity,
(u8)titleCtx->alpha);
gDPLoadTextureBlock(WORLD_OVERLAY_DISP++, (uintptr_t)titleCtx->texture + (uintptr_t)textureLanguageOffset + (uintptr_t)shiftBottomY, G_IM_FMT_IA,
gDPLoadTextureBlock(WORLD_OVERLAY_DISP++, (uintptr_t)titleCtx->texture + textureLanguageOffset + shiftTopY, G_IM_FMT_IA,
G_IM_SIZ_8b,
width, height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
@ -1064,7 +1063,7 @@ void TitleCard_Draw(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
// If texture is bigger than 0x1000, display the rest
if (height > 0) {
gDPLoadTextureBlock(WORLD_OVERLAY_DISP++, (uintptr_t)titleCtx->texture + (uintptr_t)textureLanguageOffset + (uintptr_t)shiftBottomY,
gDPLoadTextureBlock(WORLD_OVERLAY_DISP++, (uintptr_t)titleCtx->texture + textureLanguageOffset + shiftBottomY,
G_IM_FMT_IA,
G_IM_SIZ_8b, width, height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);