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https://github.com/HarbourMasters/Shipwright
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Savestates, add sEffectContext (#7042)
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@@ -73,7 +73,7 @@ void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2) {
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}
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// SoH: dumb doo doo command to change the type of a weapon's blur on the fly. Link's Swords with unique trail colors.
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void EffectBlure_ChangeType(EffectBlure* this, int type) {
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void EffectBlureShip_ChangeType(EffectBlure* this, int type) {
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this->trailType = type;
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}
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@@ -206,6 +206,7 @@ s32 EffectBlure_Update(void* thisx) {
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static u8 changed = 0;
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u8 reset = 0;
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// SoH
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switch (this->trailType) {
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case TRAIL_TYPE_BOOMERANG:
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if (CVarGetInteger(CVAR_COSMETIC("Trails.Boomerang.Changed"), 0)) {
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@@ -322,6 +323,7 @@ s32 EffectBlure_Update(void* thisx) {
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}
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}
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// Vanilla code from here on
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if (this == NULL) {
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return 0;
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}
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@@ -1807,7 +1807,7 @@ 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), TRAIL_TYPE_STICK);
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EffectBlureShip_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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@@ -1829,8 +1829,8 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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D_80126080.x = 1500.0f;
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} else {
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D_80126080.x = sMeleeWeaponLengths[Player_GetMeleeWeaponHeld(this)];
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EffectBlure_ChangeType(Effect_GetByIndex(this->meleeWeaponEffectIndex),
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sSwordTypes[Player_GetMeleeWeaponHeld(this)]);
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EffectBlureShip_ChangeType(Effect_GetByIndex(this->meleeWeaponEffectIndex),
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sSwordTypes[Player_GetMeleeWeaponHeld(this)]);
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}
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func_80090A28(this, spE4);
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