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Merge pull request #1292 from aMannus/custom-key-colors-fix
Rando: Custom key colors fix
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commit
f15b3880f3
@ -1170,7 +1170,9 @@ void Player_DrawGetItemImpl(GlobalContext* globalCtx, Player* this, Vec3f* refPo
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Matrix_RotateZYX(0, globalCtx->gameplayFrames * 1000, 0, MTXMODE_APPLY);
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Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
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if (this->getItemEntry.drawFunc != NULL && CVar_GetS32("gRandoMatchKeyColors", 0)) {
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// RANDOTODO: Make this more flexible for easier toggling of individual item recolors in the future.
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if (this->getItemEntry.drawFunc != NULL &&
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(CVar_GetS32("gRandoMatchKeyColors", 0) || this->getItemEntry.getItemId == RG_DOUBLE_DEFENSE)) {
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this->getItemEntry.drawFunc(globalCtx, &this->getItemEntry);
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} else {
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GetItem_Draw(globalCtx, drawIdPlusOne - 1);
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@ -12667,6 +12667,14 @@ s32 func_8084DFF4(GlobalContext* globalCtx, Player* this) {
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this->stateFlags1 &= ~PLAYER_STATE1_29;
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func_80852FFC(globalCtx, NULL, 8);
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}
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// Set unk_862 to 0 early to not have the game draw non-custom colored models for a split second.
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// This unk is what the game normally uses to decide what item to draw when holding up an item above Link's head.
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// Only do this when the item actually has a custom draw function.
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if (this->getItemEntry.drawFunc != NULL) {
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this->unk_862 = 0;
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}
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this->getItemId = GI_NONE;
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this->getItemEntry = (GetItemEntry)GET_ITEM_NONE;
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}
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