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Fix ice trap particles (#2229)
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9eb190e734
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565775a3dc
@ -23,7 +23,10 @@ bool ItemTableManager::AddItemEntry(uint16_t tableID, uint16_t getItemID, GetIte
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GetItemEntry ItemTableManager::RetrieveItemEntry(uint16_t tableID, uint16_t itemID) {
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try {
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ItemTable* itemTable = RetrieveItemTable(tableID);
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return itemTable->at(itemID);
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GetItemEntry getItemEntry = itemTable->at(itemID);
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getItemEntry.drawItemId = getItemEntry.itemId;
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getItemEntry.drawModIndex = getItemEntry.modIndex;
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return getItemEntry;
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} catch (std::out_of_range& oor) { return GET_ITEM_NONE; }
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}
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@ -52,5 +52,7 @@ typedef struct GetItemEntry {
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/* 0x0C */ uint16_t collectable; // determines whether the item can be collected on the overworld. Will be true in most cases.
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/* 0x0E */ GetItemFrom getItemFrom;
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/* 0x0F */ GetItemCategory getItemCategory; // Primarily made and used for chest size/texture matches contents
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/* 0x10 */ uint16_t drawItemId; // Will be a copy of itemId unless the item is an ice trap. Needed for particles to function on ice traps.
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/* 0x11 */ uint16_t drawModIndex; // Will be a copy of modIndex unless the item is an ice trap. Needed for particles to function on ice traps.
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CustomDrawFunc drawFunc;
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}; // size = 0x0F
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}; // size = 0x11
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@ -2608,6 +2608,8 @@ GetItemEntry Randomizer::GetItemEntryFromRGData(RandomizerGetData rgData, GetIte
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GetItemEntry fakeGiEntry = ItemTableManager::Instance->RetrieveItemEntry(modIndex, GetItemIdFromRandomizerGet(rgData.fakeRgID, ogItemId));
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giEntry.gid = fakeGiEntry.gid;
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giEntry.gi = fakeGiEntry.gi;
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giEntry.drawItemId = fakeGiEntry.drawItemId;
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giEntry.drawModIndex = fakeGiEntry.drawModIndex;
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giEntry.drawFunc = fakeGiEntry.drawFunc;
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}
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return giEntry;
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@ -1264,9 +1264,9 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) {
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void EnItem00_CustomItemsParticles(Actor* Parent, PlayState* play, GetItemEntry giEntry) {
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s16 color_slot;
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switch (giEntry.modIndex) {
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switch (giEntry.drawModIndex) {
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case MOD_NONE:
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switch (giEntry.itemId) {
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switch (giEntry.drawItemId) {
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case ITEM_SONG_MINUET:
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color_slot = 0;
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break;
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@ -1298,7 +1298,7 @@ void EnItem00_CustomItemsParticles(Actor* Parent, PlayState* play, GetItemEntry
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}
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break;
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case MOD_RANDOMIZER:
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switch (giEntry.itemId) {
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switch (giEntry.drawItemId) {
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case RG_MAGIC_SINGLE:
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case RG_MAGIC_DOUBLE:
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case RG_MAGIC_BEAN_PACK:
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