Don't Spoil Ice Trap (#6597)

This commit is contained in:
Pepe20129
2026-06-06 22:23:11 +02:00
committed by GitHub
parent db60f64f8e
commit 10e429d8f7
+20 -13
View File
@@ -1595,21 +1595,28 @@ void Player_DrawGetItemIceTrap(PlayState* play, Player* this, Vec3f* refPos, s32
} else if (iceTrapScale < 0.8f) {
iceTrapScale += 0.2f;
}
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScrollEx(play->state.gfxCtx, 0, 0, (0 - play->gameplayFrames) % 128, 32, 32, 1, 0,
(play->gameplayFrames * -2) % 128, 32, 32, 0, -1, 0, -2));
Matrix_Translate(0.0f, -40.0f, 0.0f, MTXMODE_APPLY);
Matrix_Scale(iceTrapScale, iceTrapScale, iceTrapScale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 50, 100, 255);
gSPDisplayList(POLY_XLU_DISP++, gEffIceFragment3DL);
// Draw the ice only after a bit so it doesn't spoil the fact that it's a trap
if (iceTrapScale >= 0.01) {
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScrollEx(play->state.gfxCtx, 0, 0, (0 - play->gameplayFrames) % 128, 32, 32, 1, 0,
(play->gameplayFrames * -2) % 128, 32, 32, 0, -1, 0, -2));
Matrix_Translate(0.0f, -40.0f, 0.0f, MTXMODE_APPLY);
Matrix_Scale(iceTrapScale, iceTrapScale, iceTrapScale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 50, 100, 255);
gSPDisplayList(POLY_XLU_DISP++, gEffIceFragment3DL);
// Reset matrix for the fake item model because we're animating the size of the ice block around it before
// this.
Matrix_Translate(refPos->x + (3.3f * Math_SinS(this->actor.shape.rot.y)), refPos->y + height,
refPos->z + ((3.3f + (IREG(90) / 10.0f)) * Math_CosS(this->actor.shape.rot.y)),
MTXMODE_NEW);
Matrix_RotateZYX(0, play->gameplayFrames * 1000, 0, MTXMODE_APPLY);
Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
}
// Reset matrix for the fake item model because we're animating the size of the ice block around it before this.
Matrix_Translate(refPos->x + (3.3f * Math_SinS(this->actor.shape.rot.y)), refPos->y + height,
refPos->z + ((3.3f + (IREG(90) / 10.0f)) * Math_CosS(this->actor.shape.rot.y)), MTXMODE_NEW);
Matrix_RotateZYX(0, play->gameplayFrames * 1000, 0, MTXMODE_APPLY);
Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
// Draw fake item model.
if (this->getItemEntry.drawFunc != NULL) {
this->getItemEntry.drawFunc(play, &this->getItemEntry);