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FIX: Sword Trail not appearing when using custom color (#1625)
This was caused by the trail duration not being init properly until we change the duration manually. cf this video: https://streamable.com/a9u4fm - Also changed Lengh to Duration for clarity
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@ -26,6 +26,7 @@ void BootCommands_Init()
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CVar_RegisterS32("gLanguages", 0); //0 = English / 1 = German / 2 = French
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CVar_RegisterS32("gHudColors", 1); //0 = N64 / 1 = NGC / 2 = Custom
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CVar_RegisterS32("gInvertYAxis", 1);
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CVar_RegisterS32("gTrailDuration", 4); // 4 = Default trail duration
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#if defined(__SWITCH__) || defined(__WIIU__)
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CVar_RegisterS32("gControlNav", 1); // always enable controller nav on switch/wii u
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#endif
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@ -467,8 +467,8 @@ void Draw_ItemsSkills(){
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Table_InitHeader();
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DrawColorSection(Trail_section, SECTION_SIZE(Trail_section));
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ImGui::EndTable();
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UIWidgets::EnhancementSliderInt("Sword Trail Length: %d", "##TrailsMul", "gTrailDuration", 1, 16, "", 4, true);
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UIWidgets::Tooltip("Determines length of Link's sword trails.");
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UIWidgets::EnhancementSliderInt("Sword Trail Duration: %d", "##TrailsMul", "gTrailDuration", 1, 16, "", 4, true);
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UIWidgets::Tooltip("Determines the duration of Link's sword trails.");
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ResetTrailLength("gTrailDuration", 4);
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UIWidgets::EnhancementCheckbox("Swords use separate colors", "gSeperateSwords");
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if (CVar_GetS32("gSeperateSwords", 0) && ImGui::CollapsingHeader("Individual Sword Colors")) {
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