Another fix for getting items near critters. (#1332)
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@ -6104,7 +6104,7 @@ s32 func_8083E5A8(Player* this, GlobalContext* globalCtx) {
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}
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}
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GetItemEntry giEntry;
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GetItemEntry giEntry;
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if (this->getItemEntry.objectId == OBJECT_INVALID) {
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if (this->getItemEntry.objectId == OBJECT_INVALID || (this->getItemId != this->getItemEntry.getItemId)) {
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giEntry = ItemTable_Retrieve(this->getItemId);
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giEntry = ItemTable_Retrieve(this->getItemId);
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} else {
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} else {
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giEntry = this->getItemEntry;
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giEntry = this->getItemEntry;
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@ -9430,6 +9430,7 @@ static EffectBlureInit2 D_8085470C = {
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static Vec3s D_80854730 = { -57, 3377, 0 };
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static Vec3s D_80854730 = { -57, 3377, 0 };
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void Player_InitCommon(Player* this, GlobalContext* globalCtx, FlexSkeletonHeader* skelHeader) {
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void Player_InitCommon(Player* this, GlobalContext* globalCtx, FlexSkeletonHeader* skelHeader) {
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this->getItemEntry = (GetItemEntry)GET_ITEM_NONE;
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this->ageProperties = &sAgeProperties[gSaveContext.linkAge];
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this->ageProperties = &sAgeProperties[gSaveContext.linkAge];
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Actor_ProcessInitChain(&this->actor, sInitChain);
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Actor_ProcessInitChain(&this->actor, sInitChain);
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this->swordEffectIndex = TOTAL_EFFECT_COUNT;
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this->swordEffectIndex = TOTAL_EFFECT_COUNT;
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