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don't use magic numbers in EnItem00_CustomItemsParticles
(#4728)
* don't use magic numbers in `EnItem00_CustomItemsParticles` * Update particle enums, add deku/stick bag RGs (#377) --------- Co-authored-by: aMannus <mannusmenting@gmail.com>
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@ -1175,41 +1175,58 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) {
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}
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}
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typedef enum {
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PARTICLE_BRIGHT_GREEN,
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PARTICLE_RED,
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PARTICLE_CYAN,
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PARTICLE_ORANGE,
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PARTICLE_VIOLET,
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PARTICLE_YELLOW,
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PARTICLE_GREEN,
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PARTICLE_GOLD,
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PARTICLE_WHITE,
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PARTICLE_DARK_BLUE,
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PARTICLE_PINK,
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PARTICLE_BRIGHT_RED,
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PARTICLE_BLUE,
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} Item00ParticleColors;
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void EnItem00_CustomItemsParticles(Actor* Parent, PlayState* play, GetItemEntry giEntry) {
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s16 color_slot;
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s16 colorIndex;
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switch (giEntry.drawModIndex) {
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case MOD_NONE:
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switch (giEntry.drawItemId) {
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case ITEM_SONG_MINUET:
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color_slot = 0;
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colorIndex = PARTICLE_BRIGHT_GREEN;
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break;
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case ITEM_SONG_BOLERO:
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color_slot = 1;
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colorIndex = PARTICLE_RED;
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break;
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case ITEM_SONG_SERENADE:
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color_slot = 2;
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colorIndex = PARTICLE_CYAN;
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break;
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case ITEM_SONG_REQUIEM:
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color_slot = 3;
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colorIndex = PARTICLE_ORANGE;
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break;
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case ITEM_SONG_NOCTURNE:
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color_slot = 4;
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colorIndex = PARTICLE_VIOLET;
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break;
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case ITEM_SONG_PRELUDE:
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color_slot = 5;
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colorIndex = PARTICLE_YELLOW;
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break;
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case ITEM_STICK_UPGRADE_20:
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case ITEM_STICK_UPGRADE_30:
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color_slot = 6;
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colorIndex = PARTICLE_GREEN;
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break;
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case ITEM_NUT_UPGRADE_30:
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case ITEM_NUT_UPGRADE_40:
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color_slot = 7;
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colorIndex = PARTICLE_GOLD;
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break;
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case ITEM_BOTTLE:
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case ITEM_MILK_BOTTLE:
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case ITEM_LETTER_RUTO:
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color_slot = 8;
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colorIndex = PARTICLE_WHITE;
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break;
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default:
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return;
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@ -1223,32 +1240,38 @@ void EnItem00_CustomItemsParticles(Actor* Parent, PlayState* play, GetItemEntry
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case RG_BOTTLE_WITH_GREEN_POTION:
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case RG_BOTTLE_WITH_BUGS:
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case RG_GREG_RUPEE:
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color_slot = 0;
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colorIndex = PARTICLE_BRIGHT_GREEN;
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break;
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case RG_BOTTLE_WITH_FISH:
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color_slot = 2;
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colorIndex = PARTICLE_CYAN;
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break;
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case RG_BOTTLE_WITH_POE:
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color_slot = 4;
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colorIndex = PARTICLE_VIOLET;
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break;
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case RG_BOTTLE_WITH_BIG_POE:
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color_slot = 5;
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colorIndex = PARTICLE_YELLOW;
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break;
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case RG_DEKU_STICK_BAG:
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colorIndex = PARTICLE_GREEN;
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break;
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case RG_DEKU_NUT_BAG:
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colorIndex = PARTICLE_GOLD;
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break;
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case RG_DOUBLE_DEFENSE:
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color_slot = 8;
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colorIndex = PARTICLE_WHITE;
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break;
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case RG_PROGRESSIVE_BOMBCHUS:
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color_slot = 9;
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colorIndex = PARTICLE_DARK_BLUE;
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break;
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case RG_BOTTLE_WITH_FAIRY:
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color_slot = 10;
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colorIndex = PARTICLE_PINK;
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break;
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case RG_BOTTLE_WITH_RED_POTION:
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color_slot = 11;
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colorIndex = PARTICLE_BRIGHT_RED;
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break;
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case RG_BOTTLE_WITH_BLUE_FIRE:
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case RG_BOTTLE_WITH_BLUE_POTION:
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color_slot = 12;
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colorIndex = PARTICLE_BLUE;
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break;
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default:
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return;
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@ -1260,7 +1283,7 @@ void EnItem00_CustomItemsParticles(Actor* Parent, PlayState* play, GetItemEntry
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// Color of the circle for the particles
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static Color_RGBA8 mainColors[13][3] = {
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{ 34, 255, 76 }, // Minuet, Bean Pack, and Magic Upgrades, Bottle with Green Potion, Bottle with Bugs, and Greg
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{ 34, 255, 76 }, // Minuet, Bean Pack, Magic Upgrades, Bottle with Green Potion, Bottle with Bugs, and Greg
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{ 177, 35, 35 }, // Bolero
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{ 115, 251, 253 }, // Serenade and Bottle with Fish
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{ 177, 122, 35 }, // Requiem
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@ -1296,8 +1319,8 @@ void EnItem00_CustomItemsParticles(Actor* Parent, PlayState* play, GetItemEntry
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static Vec3f accel = { 0.0f, 0.0f, 0.0f };
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Color_RGBA8 primColor;
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Color_RGBA8 envColor;
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Color_RGBA8_Copy(&primColor, &mainColors[color_slot]);
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Color_RGBA8_Copy(&envColor, &flareColors[color_slot]);
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Color_RGBA8_Copy(&primColor, &mainColors[colorIndex]);
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Color_RGBA8_Copy(&envColor, &flareColors[colorIndex]);
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Vec3f pos;
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// Make particles more compact for shop items and use a different height offset for them.
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