Add hilite setup calls around all custom GI draws (#5043)
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@@ -997,6 +997,12 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) {
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EnItem00* this = (EnItem00*)thisx;
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f32 mtxScale;
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// Setup Hilites for 3D drops
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if (CVarGetInteger(CVAR_ENHANCEMENT("NewDrops"), 0)) {
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func_8002EBCC(&this->actor, play, 0);
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func_8002ED80(&this->actor, play, 0);
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}
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if (!(this->unk_156 & this->unk_158)) {
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switch (this->actor.params) {
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case ITEM00_RUPEE_GREEN:
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@@ -389,6 +389,9 @@ void EnExRuppy_Draw(Actor* thisx, PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx);
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if (CVarGetInteger(CVAR_ENHANCEMENT("NewDrops"), 0)) {
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func_8002EBCC(&this->actor, play, 0);
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func_8002ED80(&this->actor, play, 0);
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// purple/gold rupees need less scaling
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f32 mtxScale = this->colorIdx >= 3 ? 17.5f : 25.0f;
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Matrix_Scale(mtxScale, mtxScale, mtxScale, MTXMODE_APPLY);
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@@ -481,6 +481,9 @@ void EnGSwitch_DrawRupee(Actor* thisx, PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx);
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if (CVarGetInteger(CVAR_ENHANCEMENT("NewDrops"), 0)) {
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func_8002EBCC(&this->actor, play, 0);
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func_8002ED80(&this->actor, play, 0);
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// purple/gold/silver rupees need less scaling
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f32 mtxScale = this->colorIdx >= 3 ? 17.5f : 25.0f;
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Matrix_Scale(mtxScale, mtxScale, mtxScale, MTXMODE_APPLY);
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@@ -1428,6 +1428,9 @@ void EnGirlA_Draw(Actor* thisx, PlayState* play) {
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}
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if (this->actor.params == SI_RANDOMIZED_ITEM) {
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// Set all hilites for randomized items
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func_80A3C498(&this->actor, play, 0);
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ShopItemIdentity shopItemIdentity = Randomizer_IdentifyShopItem(play->sceneNum, this->randoSlotIndex);
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GetItemEntry getItemEntry = (CVarGetInteger(CVAR_RANDOMIZER_ENHANCEMENT("MysteriousShuffle"), 0) && this->actor.params == SI_RANDOMIZED_ITEM) ? GetItemMystery() :
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Randomizer_GetItemFromKnownCheckWithoutObtainabilityCheck(shopItemIdentity.randomizerCheck, shopItemIdentity.ogItemId);
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