[Bugfix + Enhancement] Sword Trail fixes and enhancements (#1473)
* Fix Trails, add more Trail Customization * 3d Bombs; Bombchu now glow custom trail colors * 3D Seed/Nut Model, Separate Sword Slash Colors * Removed 3D Seeds/Nuts; Don't work properly * restored previous removal of sword blur code * Remove things not related to Trails * Remove fix to random color code
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@@ -1242,6 +1242,10 @@ f32 sSwordLengths[] = {
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0.0f, 4000.0f, 3000.0f, 5500.0f, 0.0f, 2500.0f,
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};
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f32 sSwordTypes[] = {
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0, 5, 4, 6, 0, 8,
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};
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Gfx* sBottleDLists[] = { gLinkAdultBottleDL, gLinkChildBottleDL };
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Color_RGB8 sBottleColors[] = {
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@@ -1304,6 +1308,7 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
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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->swordState != 0) {
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EffectBlure_ChangeType(Effect_GetByIndex(this->swordEffectIndex), 7); // default sword type
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func_800906D4(globalCtx, this, sp124);
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} else {
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Math_Vec3f_Copy(&this->swordInfo[0].tip, &sp124[0]);
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@@ -1326,6 +1331,10 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
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D_80126080.x = 1500.0f;
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} else {
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D_80126080.x = sSwordLengths[Player_GetSwordHeld(this)];
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if (CVar_GetS32("gSeperateSwords", 0) != 0)
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EffectBlure_ChangeType(Effect_GetByIndex(this->swordEffectIndex), sSwordTypes[Player_GetSwordHeld(this)]);
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else
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EffectBlure_ChangeType(Effect_GetByIndex(this->swordEffectIndex),1); //default sword type
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}
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func_80090A28(this, spE4);
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