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https://github.com/HarbourMasters/Shipwright.git
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Fixed rotation of freestanding key checks in rando (#1135)
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37dd045bd2
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@ -557,6 +557,7 @@ void func_8001DFC8(EnItem00* this, GlobalContext* globalCtx) {
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if (gSaveContext.n64ddFlag && this->actor.params == ITEM00_SMALL_KEY) {
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this->actor.shape.yOffset = 600.0f;
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this->actor.shape.rot.y += 960;
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}
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
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@ -709,15 +710,17 @@ void EnItem00_Update(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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if (CVar_GetS32("gNewDrops", 0)) { //set the rotation system on selected model only :)
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if ((this->actor.params == ITEM00_RUPEE_GREEN) || (this->actor.params == ITEM00_RUPEE_BLUE) ||
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(this->actor.params == ITEM00_RUPEE_RED) || (this->actor.params == ITEM00_ARROWS_SINGLE) ||
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(this->actor.params == ITEM00_ARROWS_SMALL) || (this->actor.params == ITEM00_ARROWS_MEDIUM) ||
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(this->actor.params == ITEM00_ARROWS_LARGE) || (this->actor.params == ITEM00_BOMBS_A) ||
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(this->actor.params == ITEM00_BOMBS_B) || (this->actor.params == ITEM00_NUTS) ||
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(this->actor.params == ITEM00_MAGIC_SMALL) || (this->actor.params == ITEM00_SEEDS) ||
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(this->actor.params == ITEM00_SMALL_KEY) || (this->actor.params == ITEM00_MAGIC_LARGE) ||
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(this->actor.params == ITEM00_HEART) || (this->actor.params == ITEM00_BOMBS_SPECIAL) || this->actor.params == ITEM00_HEART_PIECE) {
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(this->actor.params == ITEM00_MAGIC_LARGE) || (this->actor.params == ITEM00_HEART) ||
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(this->actor.params == ITEM00_BOMBS_SPECIAL) || this->actor.params == ITEM00_HEART_PIECE) {
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this->actor.shape.rot.y += 960;
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}
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if (this->actor.params == ITEM00_SMALL_KEY && !gSaveContext.n64ddFlag) {
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this->actor.shape.rot.y += 960;
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}
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}
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@ -1177,16 +1180,19 @@ void EnItem00_Draw(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.world.rot.x = 0x4000;
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this->actor.shape.shadowScale = 0.5f;
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GetItem_Draw(globalCtx, GID_KEY_SMALL);
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break;
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} else {
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Actor_SetScale(&this->actor, 0.03f);
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this->scale = 0.03f;
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this->actor.shape.yOffset = 320.0f;
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this->actor.shape.shadowScale = 6.0f;
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this->actor.world.rot.x = 0;
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this->actor.shape.rot.y = 0;
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if (!gSaveContext.n64ddFlag) {
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this->actor.world.rot.x = 0;
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this->actor.shape.rot.y = 0;
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}
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EnItem00_DrawCollectible(this, globalCtx);
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break;
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}
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break;
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case ITEM00_SHIELD_DEKU:
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GetItem_Draw(globalCtx, GID_SHIELD_DEKU);
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break;
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