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https://github.com/HarbourMasters/Shipwright.git
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Closer but not yet
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ac099018e4
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@ -93,7 +93,12 @@ void func_80AFB768(EnSi* this, GlobalContext* globalCtx) {
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if (this->collider.base.ocFlags2 & OC2_HIT_PLAYER) {
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this->collider.base.ocFlags2 &= ~OC2_HIT_PLAYER;
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Item_Give(globalCtx, ITEM_SKULL_TOKEN);
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s32 getItemId = ITEM_SKULL_TOKEN;
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if (gSaveContext.n64ddFlag) {
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getItemId = GetRandomizedItemId(GI_SKULL_TOKEN, this->actor.id, this->actor.params, globalCtx->sceneNum);
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}
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//getItemId = ITEM_DINS_FIRE;
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Item_Give(globalCtx, getItemId);
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if (CVar_GetS32("gSkulltulaFreeze", 0) != 1) {
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player->actor.freezeTimer = 20;
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}
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@ -117,7 +122,12 @@ void func_80AFB89C(EnSi* this, GlobalContext* globalCtx) {
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this->actor.shape.rot.y += 0x400;
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if (!CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_13)) {
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Item_Give(globalCtx, ITEM_SKULL_TOKEN);
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s32 getItemId = ITEM_SKULL_TOKEN;
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if (gSaveContext.n64ddFlag) {
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getItemId = GetRandomizedItemId(GI_SKULL_TOKEN, this->actor.id, this->actor.params, globalCtx->sceneNum);
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}
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//getItemId = ITEM_DINS_FIRE;
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Item_Give(globalCtx, getItemId);
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Message_StartTextbox(globalCtx, 0xB4, NULL);
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Audio_PlayFanfare(NA_BGM_SMALL_ITEM_GET);
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this->actionFunc = func_80AFB950;
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@ -150,6 +160,18 @@ void EnSi_Draw(Actor* thisx, GlobalContext* globalCtx) {
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if (this->actionFunc != func_80AFB950) {
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func_8002ED80(&this->actor, globalCtx, 0);
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func_8002EBCC(&this->actor, globalCtx, 0);
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GetItem_Draw(globalCtx, GID_SKULL_TOKEN_2);
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if (!gSaveContext.n64ddFlag) {
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GetItem_Draw(globalCtx, GID_SKULL_TOKEN_2);
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} else {
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f32 mtxScale = 1.5f;
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Matrix_Scale(mtxScale, mtxScale, mtxScale, MTXMODE_APPLY);
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s32 randoGetItemId =
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GetRandomizedItemId(GI_SKULL_TOKEN, this->actor.id, this->actor.params, globalCtx->sceneNum);
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if (randoGetItemId >= GI_MINUET_OF_FOREST && randoGetItemId <= GI_DOUBLE_DEFENSE) {
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EnItem00_CustomItemsParticles(&this->actor, globalCtx, randoGetItemId);
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}
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GetItem_Draw(globalCtx, GetItemModelFromId(randoGetItemId));
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}
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}
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}
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@ -613,17 +613,9 @@ void func_80B0D878(EnSw* this, GlobalContext* globalCtx) {
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x = (this->unk_364.x * 10.0f);
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y = (this->unk_364.y * 10.0f);
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z = (this->unk_364.z * 10.0f);
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if (!(gSaveContext.n64ddFlag)) {
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temp_v0 = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_SI,
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this->actor.world.pos.x + x, this->actor.world.pos.y + y,
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this->actor.world.pos.z + z, 0, 0, 0, this->actor.params);
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} else {
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s32 getItemId = GI_NONE;
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getItemId = GetRandomizedItemId(getItemId, this->actor.id, this->actor.params, globalCtx->sceneNum);
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temp_v0 = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, getItemId,
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this->actor.world.pos.x + x, this->actor.world.pos.y + y,
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this->actor.world.pos.z + z, 0, 0, 0, this->actor.params);
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}
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temp_v0 = Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_SI,
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this->actor.world.pos.x + x, this->actor.world.pos.y + y,
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this->actor.world.pos.z + z, 0, 0, 0, this->actor.params);
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if (temp_v0 != NULL) {
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temp_v0->parent = NULL;
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