Added and implemented TrailType enum (#5059)
* added TrailType enum * fixed build, moved declaration * added enhancement comment * Apply suggestions from code review --------- Co-authored-by: link5669 <acqmiles@gmail.com>
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@@ -1748,7 +1748,7 @@ f32 sMeleeWeaponLengths[] = {
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};
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f32 sSwordTypes[] = {
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0, 5, 4, 6, 0, 8,
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TRAIL_TYPE_REST, TRAIL_TYPE_MASTER_SWORD, TRAIL_TYPE_KOKIRI_SWORD, TRAIL_TYPE_BIGGORON_SWORD, TRAIL_TYPE_REST, TRAIL_TYPE_HAMMER,
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};
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Gfx* sBottleDLists[] = { gLinkAdultBottleDL, gLinkChildBottleDL };
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@@ -1821,7 +1821,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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D_80126080.x = this->unk_85C * 5000.0f;
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func_80090A28(this, sp124);
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if (this->meleeWeaponState != 0) {
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EffectBlure_ChangeType(Effect_GetByIndex(this->meleeWeaponEffectIndex), 7); // stick sword type
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EffectBlure_ChangeType(Effect_GetByIndex(this->meleeWeaponEffectIndex), TRAIL_TYPE_STICK);
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func_800906D4(play, this, sp124);
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} else {
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Math_Vec3f_Copy(&this->meleeWeaponInfo[0].tip, &sp124[0]);
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