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redicle -> reticle (#3257)
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@ -309,8 +309,8 @@ static const ALIGN_ASSET(2) char gLinkAdultHookshotDesignTex[] = dgLinkAdultHook
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#define dgLinkAdultHookshotChainTex "__OTR__objects/object_link_boy/gLinkAdultHookshotChainTex"
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#define dgLinkAdultHookshotChainTex "__OTR__objects/object_link_boy/gLinkAdultHookshotChainTex"
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static const ALIGN_ASSET(2) char gLinkAdultHookshotChainTex[] = dgLinkAdultHookshotChainTex;
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static const ALIGN_ASSET(2) char gLinkAdultHookshotChainTex[] = dgLinkAdultHookshotChainTex;
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#define dgLinkAdultHookshotRedicleVtx "__OTR__objects/object_link_boy/gLinkAdultHookshotRedicleVtx"
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#define dgLinkAdultHookshotReticleVtx "__OTR__objects/object_link_boy/gLinkAdultHookshotReticleVtx"
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static const ALIGN_ASSET(2) char gLinkAdultHookshotRedicleVtx[] = dgLinkAdultHookshotRedicleVtx;
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static const ALIGN_ASSET(2) char gLinkAdultHookshotReticleVtx[] = dgLinkAdultHookshotReticleVtx;
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#define dgLinkAdultHookshotReticleTex "__OTR__objects/object_link_boy/gLinkAdultHookshotReticleTex"
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#define dgLinkAdultHookshotReticleTex "__OTR__objects/object_link_boy/gLinkAdultHookshotReticleTex"
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static const ALIGN_ASSET(2) char gLinkAdultHookshotReticleTex[] = dgLinkAdultHookshotReticleTex;
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static const ALIGN_ASSET(2) char gLinkAdultHookshotReticleTex[] = dgLinkAdultHookshotReticleTex;
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@ -209,7 +209,7 @@
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<Texture Name="gLinkAdultGauntletPlate1Tex" OutName="gauntlet_plate_1" Format="rgba16" Width="16" Height="32" Offset="0x9980"/>
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<Texture Name="gLinkAdultGauntletPlate1Tex" OutName="gauntlet_plate_1" Format="rgba16" Width="16" Height="32" Offset="0x9980"/>
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<Texture Name="gLinkAdultGauntletPlate2Tex" OutName="gauntlet_plate_2" Format="rgba16" Width="32" Height="32" Offset="0x9D80"/>
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<Texture Name="gLinkAdultGauntletPlate2Tex" OutName="gauntlet_plate_2" Format="rgba16" Width="32" Height="32" Offset="0x9D80"/>
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<Array Name="gLinkAdultHookshotRedicleVtx" Count="3" Offset="0x2CB18">
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<Array Name="gLinkAdultHookshotReticleVtx" Count="3" Offset="0x2CB18">
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<Vtx/>
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<Vtx/>
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</Array>
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</Array>
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@ -209,7 +209,7 @@
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<Texture Name="gLinkAdultGauntletPlate1Tex" OutName="gauntlet_plate_1" Format="rgba16" Width="16" Height="32" Offset="0x9980"/>
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<Texture Name="gLinkAdultGauntletPlate1Tex" OutName="gauntlet_plate_1" Format="rgba16" Width="16" Height="32" Offset="0x9980"/>
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<Texture Name="gLinkAdultGauntletPlate2Tex" OutName="gauntlet_plate_2" Format="rgba16" Width="32" Height="32" Offset="0x9D80"/>
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<Texture Name="gLinkAdultGauntletPlate2Tex" OutName="gauntlet_plate_2" Format="rgba16" Width="32" Height="32" Offset="0x9D80"/>
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<Array Name="gLinkAdultHookshotRedicleVtx" Count="3" Offset="0x2CB18">
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<Array Name="gLinkAdultHookshotReticleVtx" Count="3" Offset="0x2CB18">
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<Vtx/>
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<Vtx/>
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</Array>
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</Array>
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@ -209,7 +209,7 @@
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<Texture Name="gLinkAdultGauntletPlate1Tex" OutName="gauntlet_plate_1" Format="rgba16" Width="16" Height="32" Offset="0x9980"/>
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<Texture Name="gLinkAdultGauntletPlate1Tex" OutName="gauntlet_plate_1" Format="rgba16" Width="16" Height="32" Offset="0x9980"/>
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<Texture Name="gLinkAdultGauntletPlate2Tex" OutName="gauntlet_plate_2" Format="rgba16" Width="32" Height="32" Offset="0x9D80"/>
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<Texture Name="gLinkAdultGauntletPlate2Tex" OutName="gauntlet_plate_2" Format="rgba16" Width="32" Height="32" Offset="0x9D80"/>
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<Array Name="gLinkAdultHookshotRedicleVtx" Count="3" Offset="0x2CB18">
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<Array Name="gLinkAdultHookshotReticleVtx" Count="3" Offset="0x2CB18">
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<Vtx/>
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<Vtx/>
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</Array>
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</Array>
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@ -209,7 +209,7 @@
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<Texture Name="gLinkAdultGauntletPlate1Tex" OutName="gauntlet_plate_1" Format="rgba16" Width="16" Height="32" Offset="0x9980"/>
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<Texture Name="gLinkAdultGauntletPlate1Tex" OutName="gauntlet_plate_1" Format="rgba16" Width="16" Height="32" Offset="0x9980"/>
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<Texture Name="gLinkAdultGauntletPlate2Tex" OutName="gauntlet_plate_2" Format="rgba16" Width="32" Height="32" Offset="0x9D80"/>
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<Texture Name="gLinkAdultGauntletPlate2Tex" OutName="gauntlet_plate_2" Format="rgba16" Width="32" Height="32" Offset="0x9D80"/>
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<Array Name="gLinkAdultHookshotRedicleVtx" Count="3" Offset="0x2CB18">
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<Array Name="gLinkAdultHookshotReticleVtx" Count="3" Offset="0x2CB18">
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<Vtx/>
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<Vtx/>
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</Array>
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</Array>
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@ -209,7 +209,7 @@
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<Texture Name="gLinkAdultGauntletPlate1Tex" OutName="gauntlet_plate_1" Format="rgba16" Width="16" Height="32" Offset="0x9980"/>
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<Texture Name="gLinkAdultGauntletPlate1Tex" OutName="gauntlet_plate_1" Format="rgba16" Width="16" Height="32" Offset="0x9980"/>
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<Texture Name="gLinkAdultGauntletPlate2Tex" OutName="gauntlet_plate_2" Format="rgba16" Width="32" Height="32" Offset="0x9D80"/>
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<Texture Name="gLinkAdultGauntletPlate2Tex" OutName="gauntlet_plate_2" Format="rgba16" Width="32" Height="32" Offset="0x9D80"/>
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<Array Name="gLinkAdultHookshotRedicleVtx" Count="3" Offset="0x2CB18">
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<Array Name="gLinkAdultHookshotReticleVtx" Count="3" Offset="0x2CB18">
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<Vtx/>
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<Vtx/>
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</Array>
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</Array>
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@ -209,7 +209,7 @@
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<Texture Name="gLinkAdultGauntletPlate1Tex" OutName="gauntlet_plate_1" Format="rgba16" Width="16" Height="32" Offset="0x9980"/>
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<Texture Name="gLinkAdultGauntletPlate1Tex" OutName="gauntlet_plate_1" Format="rgba16" Width="16" Height="32" Offset="0x9980"/>
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<Texture Name="gLinkAdultGauntletPlate2Tex" OutName="gauntlet_plate_2" Format="rgba16" Width="32" Height="32" Offset="0x9D80"/>
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<Texture Name="gLinkAdultGauntletPlate2Tex" OutName="gauntlet_plate_2" Format="rgba16" Width="32" Height="32" Offset="0x9D80"/>
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<Array Name="gLinkAdultHookshotRedicleVtx" Count="3" Offset="0x2CB18">
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<Array Name="gLinkAdultHookshotReticleVtx" Count="3" Offset="0x2CB18">
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<Vtx/>
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<Vtx/>
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</Array>
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</Array>
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@ -1369,7 +1369,7 @@ void Player_DrawHookshotReticle(PlayState* play, Player* this, f32 hookshotRange
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const Color_RGBA8 color = CVarGetColor("gCosmetics.HookshotReticle_NonTarget.Value", defaultColor);
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const Color_RGBA8 color = CVarGetColor("gCosmetics.HookshotReticle_NonTarget.Value", defaultColor);
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gDPSetPrimColor(WORLD_OVERLAY_DISP++, 0, 0, color.r, color.g, color.b, color.a);
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gDPSetPrimColor(WORLD_OVERLAY_DISP++, 0, 0, color.r, color.g, color.b, color.a);
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}
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}
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gSPVertex(WORLD_OVERLAY_DISP++, (uintptr_t)gLinkAdultHookshotRedicleVtx, 3, 0);
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gSPVertex(WORLD_OVERLAY_DISP++, (uintptr_t)gLinkAdultHookshotReticleVtx, 3, 0);
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gSP1Triangle(WORLD_OVERLAY_DISP++, 0, 1, 2, 0);
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gSP1Triangle(WORLD_OVERLAY_DISP++, 0, 1, 2, 0);
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CLOSE_DISPS(play->state.gfxCtx);
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CLOSE_DISPS(play->state.gfxCtx);
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