redicle -> reticle (#3257)

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Adam Bird 2023-10-13 19:14:18 -04:00 committed by GitHub
parent 260078c871
commit 5ddc418777
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GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 9 additions and 9 deletions

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@ -309,8 +309,8 @@ static const ALIGN_ASSET(2) char gLinkAdultHookshotDesignTex[] = dgLinkAdultHook
#define dgLinkAdultHookshotChainTex "__OTR__objects/object_link_boy/gLinkAdultHookshotChainTex"
static const ALIGN_ASSET(2) char gLinkAdultHookshotChainTex[] = dgLinkAdultHookshotChainTex;
#define dgLinkAdultHookshotRedicleVtx "__OTR__objects/object_link_boy/gLinkAdultHookshotRedicleVtx"
static const ALIGN_ASSET(2) char gLinkAdultHookshotRedicleVtx[] = dgLinkAdultHookshotRedicleVtx;
#define dgLinkAdultHookshotReticleVtx "__OTR__objects/object_link_boy/gLinkAdultHookshotReticleVtx"
static const ALIGN_ASSET(2) char gLinkAdultHookshotReticleVtx[] = dgLinkAdultHookshotReticleVtx;
#define dgLinkAdultHookshotReticleTex "__OTR__objects/object_link_boy/gLinkAdultHookshotReticleTex"
static const ALIGN_ASSET(2) char gLinkAdultHookshotReticleTex[] = dgLinkAdultHookshotReticleTex;

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@ -209,7 +209,7 @@
<Texture Name="gLinkAdultGauntletPlate1Tex" OutName="gauntlet_plate_1" Format="rgba16" Width="16" Height="32" Offset="0x9980"/>
<Texture Name="gLinkAdultGauntletPlate2Tex" OutName="gauntlet_plate_2" Format="rgba16" Width="32" Height="32" Offset="0x9D80"/>
<Array Name="gLinkAdultHookshotRedicleVtx" Count="3" Offset="0x2CB18">
<Array Name="gLinkAdultHookshotReticleVtx" Count="3" Offset="0x2CB18">
<Vtx/>
</Array>

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@ -209,7 +209,7 @@
<Texture Name="gLinkAdultGauntletPlate1Tex" OutName="gauntlet_plate_1" Format="rgba16" Width="16" Height="32" Offset="0x9980"/>
<Texture Name="gLinkAdultGauntletPlate2Tex" OutName="gauntlet_plate_2" Format="rgba16" Width="32" Height="32" Offset="0x9D80"/>
<Array Name="gLinkAdultHookshotRedicleVtx" Count="3" Offset="0x2CB18">
<Array Name="gLinkAdultHookshotReticleVtx" Count="3" Offset="0x2CB18">
<Vtx/>
</Array>

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@ -209,7 +209,7 @@
<Texture Name="gLinkAdultGauntletPlate1Tex" OutName="gauntlet_plate_1" Format="rgba16" Width="16" Height="32" Offset="0x9980"/>
<Texture Name="gLinkAdultGauntletPlate2Tex" OutName="gauntlet_plate_2" Format="rgba16" Width="32" Height="32" Offset="0x9D80"/>
<Array Name="gLinkAdultHookshotRedicleVtx" Count="3" Offset="0x2CB18">
<Array Name="gLinkAdultHookshotReticleVtx" Count="3" Offset="0x2CB18">
<Vtx/>
</Array>

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@ -209,7 +209,7 @@
<Texture Name="gLinkAdultGauntletPlate1Tex" OutName="gauntlet_plate_1" Format="rgba16" Width="16" Height="32" Offset="0x9980"/>
<Texture Name="gLinkAdultGauntletPlate2Tex" OutName="gauntlet_plate_2" Format="rgba16" Width="32" Height="32" Offset="0x9D80"/>
<Array Name="gLinkAdultHookshotRedicleVtx" Count="3" Offset="0x2CB18">
<Array Name="gLinkAdultHookshotReticleVtx" Count="3" Offset="0x2CB18">
<Vtx/>
</Array>

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@ -209,7 +209,7 @@
<Texture Name="gLinkAdultGauntletPlate1Tex" OutName="gauntlet_plate_1" Format="rgba16" Width="16" Height="32" Offset="0x9980"/>
<Texture Name="gLinkAdultGauntletPlate2Tex" OutName="gauntlet_plate_2" Format="rgba16" Width="32" Height="32" Offset="0x9D80"/>
<Array Name="gLinkAdultHookshotRedicleVtx" Count="3" Offset="0x2CB18">
<Array Name="gLinkAdultHookshotReticleVtx" Count="3" Offset="0x2CB18">
<Vtx/>
</Array>

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@ -209,7 +209,7 @@
<Texture Name="gLinkAdultGauntletPlate1Tex" OutName="gauntlet_plate_1" Format="rgba16" Width="16" Height="32" Offset="0x9980"/>
<Texture Name="gLinkAdultGauntletPlate2Tex" OutName="gauntlet_plate_2" Format="rgba16" Width="32" Height="32" Offset="0x9D80"/>
<Array Name="gLinkAdultHookshotRedicleVtx" Count="3" Offset="0x2CB18">
<Array Name="gLinkAdultHookshotReticleVtx" Count="3" Offset="0x2CB18">
<Vtx/>
</Array>

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@ -1369,7 +1369,7 @@ void Player_DrawHookshotReticle(PlayState* play, Player* this, f32 hookshotRange
const Color_RGBA8 color = CVarGetColor("gCosmetics.HookshotReticle_NonTarget.Value", defaultColor);
gDPSetPrimColor(WORLD_OVERLAY_DISP++, 0, 0, color.r, color.g, color.b, color.a);
}
gSPVertex(WORLD_OVERLAY_DISP++, (uintptr_t)gLinkAdultHookshotRedicleVtx, 3, 0);
gSPVertex(WORLD_OVERLAY_DISP++, (uintptr_t)gLinkAdultHookshotReticleVtx, 3, 0);
gSP1Triangle(WORLD_OVERLAY_DISP++, 0, 1, 2, 0);
CLOSE_DISPS(play->state.gfxCtx);