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Another fix for getting items near critters. (#1332)

pull/1471/head
Christopher Leggett 7 months ago committed by GitHub
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commit
67bbeca809
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GPG Key ID: 4AEE18F83AFDEB23
  1. 3
      soh/src/overlays/actors/ovl_player_actor/z_player.c

3
soh/src/overlays/actors/ovl_player_actor/z_player.c

@ -6104,7 +6104,7 @@ s32 func_8083E5A8(Player* this, GlobalContext* globalCtx) { @@ -6104,7 +6104,7 @@ s32 func_8083E5A8(Player* this, GlobalContext* globalCtx) {
}
GetItemEntry giEntry;
if (this->getItemEntry.objectId == OBJECT_INVALID) {
if (this->getItemEntry.objectId == OBJECT_INVALID || (this->getItemId != this->getItemEntry.getItemId)) {
giEntry = ItemTable_Retrieve(this->getItemId);
} else {
giEntry = this->getItemEntry;
@ -9430,6 +9430,7 @@ static EffectBlureInit2 D_8085470C = { @@ -9430,6 +9430,7 @@ static EffectBlureInit2 D_8085470C = {
static Vec3s D_80854730 = { -57, 3377, 0 };
void Player_InitCommon(Player* this, GlobalContext* globalCtx, FlexSkeletonHeader* skelHeader) {
this->getItemEntry = (GetItemEntry)GET_ITEM_NONE;
this->ageProperties = &sAgeProperties[gSaveContext.linkAge];
Actor_ProcessInitChain(&this->actor, sInitChain);
this->swordEffectIndex = TOTAL_EFFECT_COUNT;

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