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https://github.com/HarbourMasters/Shipwright
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[Modding] Refactor CustomEquipment (#6708)
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@@ -1437,6 +1437,8 @@ s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx**
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}
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}
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GameInteractor_Should(VB_PLAYER_OVERRIDE_LIMB_DRAW, true, limbIndex, dList, thisx, play);
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if (GameInteractor_InvisibleLinkActive()) {
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this->actor.shape.shadowDraw = NULL;
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*dList = NULL;
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@@ -1482,6 +1484,9 @@ s32 Player_OverrideLimbDrawGameplayFirstPerson(PlayState* play, s32 limbIndex, G
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*dList = NULL;
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}
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}
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GameInteractor_Should(VB_PLAYER_OVERRIDE_LIMB_DRAW, true, limbIndex, dList, thisx, play);
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return false;
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}
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@@ -2061,6 +2066,8 @@ s32 Player_OverrideLimbDrawPause(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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dLists = &sPlayerDListGroups[type][gSaveContext.linkAge];
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*dList = dLists[dListOffset];
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GameInteractor_Should(VB_PLAYER_OVERRIDE_LIMB_DRAW_PAUSE, true, limbIndex, dList, GET_PLAYER(play), play);
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return 0;
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}
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@@ -1,5 +1,7 @@
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#include "z_arms_hook.h"
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#include "objects/object_link_boy/object_link_boy.h"
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
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@@ -331,7 +333,9 @@ void ArmsHook_Draw(Actor* thisx, PlayState* play) {
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Matrix_Scale(0.8, 0.8, 0.8, MTXMODE_APPLY);
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}
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, gLinkAdultHookshotTipDL);
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if (GameInteractor_Should(VB_DRAW_HOOKSHOT_TIP, true, player, play)) {
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gSPDisplayList(POLY_OPA_DISP++, gLinkAdultHookshotTipDL);
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}
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Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
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Math_Vec3f_Diff(&player->unk_3C8, &this->actor.world.pos, &sp78);
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sp58 = SQ(sp78.x) + SQ(sp78.z);
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@@ -345,7 +349,9 @@ void ArmsHook_Draw(Actor* thisx, PlayState* play) {
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Matrix_Scale(0.015f, 0.015f, sqrtf(SQ(sp78.y) + sp58) * 0.01f, MTXMODE_APPLY);
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}
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, gLinkAdultHookshotChainDL);
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if (GameInteractor_Should(VB_DRAW_HOOKSHOT_CHAIN, true, player, play)) {
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gSPDisplayList(POLY_OPA_DISP++, gLinkAdultHookshotChainDL);
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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