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Add hilite setup calls around all custom GI draws (#5043)
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@ -18,6 +18,8 @@ void ShuffleFairies_DrawRandomizedItem(EnElf* enElf, PlayState* play) {
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}
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Matrix_Push();
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Matrix_Scale(37.5, 37.5, 37.5, MTXMODE_APPLY);
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func_8002EBCC(&enElf->actor, play, 0);
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func_8002ED80(&enElf->actor, play, 0);
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EnItem00_CustomItemsParticles(&enElf->actor, play, randoGetItem);
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GetItemEntry_Draw(play, randoGetItem);
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Matrix_Pop();
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@ -548,6 +548,8 @@ extern "C" {
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Matrix_Push();
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Matrix_Scale(30.0, 30.0, 30.0, MTXMODE_APPLY);
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func_8002EBCC(actor, play, 0);
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func_8002ED80(actor, play, 0);
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EnItem00_CustomItemsParticles(actor, play, randoItem);
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GetItemEntry_Draw(play, randoItem);
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@ -381,6 +381,7 @@ void EnExItem_DrawRandomizedItem(EnExItem* enExItem, PlayState* play) {
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if (CVarGetInteger(CVAR_RANDOMIZER_ENHANCEMENT("MysteriousShuffle"), 0)) {
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randoGetItem = GET_ITEM_MYSTERY;
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}
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func_8002EBCC(&enExItem->actor, play, 0);
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func_8002ED80(&enExItem->actor, play, 0);
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EnItem00_CustomItemsParticles(&enExItem->actor, play, randoGetItem);
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GetItemEntry_Draw(play, randoGetItem);
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@ -412,6 +413,8 @@ void EnItem00_DrawRandomizedItem(EnItem00* enItem00, PlayState* play) {
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enItem00->actor.params != ITEM00_SOH_GIVE_ITEM_ENTRY) {
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randoItem = GET_ITEM_MYSTERY;
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}
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func_8002EBCC(&enItem00->actor, play, 0);
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func_8002ED80(&enItem00->actor, play, 0);
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EnItem00_CustomItemsParticles(&enItem00->actor, play, randoItem);
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GetItemEntry_Draw(play, randoItem);
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}
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@ -421,6 +424,8 @@ void ItemBHeart_DrawRandomizedItem(ItemBHeart* itemBHeart, PlayState* play) {
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if (CVarGetInteger(CVAR_RANDOMIZER_ENHANCEMENT("MysteriousShuffle"), 0)) {
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randoItem = GET_ITEM_MYSTERY;
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}
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func_8002EBCC(&itemBHeart->actor, play, 0);
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func_8002ED80(&itemBHeart->actor, play, 0);
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EnItem00_CustomItemsParticles(&itemBHeart->actor, play, randoItem);
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GetItemEntry_Draw(play, randoItem);
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}
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@ -997,6 +997,12 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) {
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EnItem00* this = (EnItem00*)thisx;
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f32 mtxScale;
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// Setup Hilites for 3D drops
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if (CVarGetInteger(CVAR_ENHANCEMENT("NewDrops"), 0)) {
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func_8002EBCC(&this->actor, play, 0);
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func_8002ED80(&this->actor, play, 0);
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}
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if (!(this->unk_156 & this->unk_158)) {
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switch (this->actor.params) {
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case ITEM00_RUPEE_GREEN:
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@ -389,6 +389,9 @@ void EnExRuppy_Draw(Actor* thisx, PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx);
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if (CVarGetInteger(CVAR_ENHANCEMENT("NewDrops"), 0)) {
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func_8002EBCC(&this->actor, play, 0);
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func_8002ED80(&this->actor, play, 0);
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// purple/gold rupees need less scaling
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f32 mtxScale = this->colorIdx >= 3 ? 17.5f : 25.0f;
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Matrix_Scale(mtxScale, mtxScale, mtxScale, MTXMODE_APPLY);
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@ -481,6 +481,9 @@ void EnGSwitch_DrawRupee(Actor* thisx, PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx);
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if (CVarGetInteger(CVAR_ENHANCEMENT("NewDrops"), 0)) {
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func_8002EBCC(&this->actor, play, 0);
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func_8002ED80(&this->actor, play, 0);
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// purple/gold/silver rupees need less scaling
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f32 mtxScale = this->colorIdx >= 3 ? 17.5f : 25.0f;
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Matrix_Scale(mtxScale, mtxScale, mtxScale, MTXMODE_APPLY);
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@ -1428,6 +1428,9 @@ void EnGirlA_Draw(Actor* thisx, PlayState* play) {
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}
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if (this->actor.params == SI_RANDOMIZED_ITEM) {
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// Set all hilites for randomized items
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func_80A3C498(&this->actor, play, 0);
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ShopItemIdentity shopItemIdentity = Randomizer_IdentifyShopItem(play->sceneNum, this->randoSlotIndex);
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GetItemEntry getItemEntry = (CVarGetInteger(CVAR_RANDOMIZER_ENHANCEMENT("MysteriousShuffle"), 0) && this->actor.params == SI_RANDOMIZED_ITEM) ? GetItemMystery() :
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Randomizer_GetItemFromKnownCheckWithoutObtainabilityCheck(shopItemIdentity.randomizerCheck, shopItemIdentity.ogItemId);
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