Hookify Hookshot Reticle Changes (#6279)
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@@ -1699,22 +1699,10 @@ void Player_DrawHookshotReticle(PlayState* play, Player* this, f32 hookshotRange
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Matrix_Scale(sp60, sp60, sp60, MTXMODE_APPLY);
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gSPMatrix(OVERLAY_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPMatrix(OVERLAY_DISP++, SEG_ADDR(1, 0), G_MTX_NOPUSH | G_MTX_MUL | G_MTX_MODELVIEW);
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gSPTexture(OVERLAY_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gDPLoadTextureBlock(OVERLAY_DISP++, gLinkAdultHookshotReticleTex, G_IM_FMT_I, G_IM_SIZ_8b, 64, 64, 0,
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G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD);
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if (SurfaceType_IsHookshotSurface(&play->colCtx, colPoly, bgId) &&
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CVarGetInteger(CVAR_ENHANCEMENT("HookshotableReticle"), false)) {
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const Color_RGBA8 defaultColor = { .r = 0, .g = 255, .b = 0, .a = 255 };
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const Color_RGBA8 color = CVarGetColor(CVAR_COSMETIC("HookshotReticle.Target.Value"), defaultColor);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, color.r, color.g, color.b, color.a);
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} else {
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const Color_RGBA8 defaultColor = { .r = 255, .g = 0, .b = 0, .a = 255 };
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const Color_RGBA8 color = CVarGetColor(CVAR_COSMETIC("HookshotReticle.NonTarget.Value"), defaultColor);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, color.r, color.g, color.b, color.a);
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if (GameInteractor_Should(VB_TARGETABLE_HOOKSHOT_RETICLE, true, colPoly, bgId)) {
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gSPSegment(OVERLAY_DISP++, 0x06, play->objectCtx.status[this->actor.objBankIndex].segment);
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gSPDisplayList(OVERLAY_DISP++, gLinkAdultHookshotReticleDL);
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}
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gSPVertex(OVERLAY_DISP++, (uintptr_t)gLinkAdultHookshotReticleVtx, 3, 0);
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gSP1Triangle(OVERLAY_DISP++, 0, 1, 2, 0);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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