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[Mode] Hyrule Warriors-style Link (#665)
* Add persistent bunny mask enhancement * Adds option for HW styled Young Link * Moves the enhancement to Modes * Formatting * Renamed HW>Hyrule Warriors/Changed rotate angles to hex * Formatting again * updated includes and stuff dealing with a crash on my machine, gotta figure out what's up with that * Added the enhancement toggle to the modern menu Ok, I think that's just about everything once again, should be ready to go * Formatting * removed unnecessary header include --------- Co-authored-by: Garrett Cox <[email protected]>
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64
mm/2s2h/Enhancements/Graphics/HyruleWarriorsStyledLink.cpp
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#include "libultraship/libultraship.h" | ||
#include "2s2h/GameInteractor/GameInteractor.h" | ||
#include "Enhancements/FrameInterpolation/FrameInterpolation.h" | ||
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extern "C" { | ||
#include "z64.h" | ||
#include "z64player.h" | ||
#include "functions.h" | ||
#include "macros.h" | ||
#include "src/overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h" | ||
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extern PlayState* gPlayState; | ||
extern const char* D_801C0B20[28]; | ||
extern SaveContext gSaveContext; | ||
#include "objects/object_link_child/object_link_child.h" | ||
void ResourceMgr_PatchGfxByName(const char* path, const char* patchName, int index, Gfx instruction); | ||
void ResourceMgr_UnpatchGfxByName(const char* path, const char* patchName); | ||
} | ||
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void UpdateHyruleWarriorsStyledLink() { | ||
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnPlayerPostLimbDraw>( | ||
PLAYER_LIMB_HEAD, [](Player* player, s32 limbIndex) { | ||
if (CVarGetInteger("gModes.HyruleWarriorsStyledLink", 0) && player->currentMask == PLAYER_MASK_NONE && | ||
player->transformation == PLAYER_FORM_HUMAN && INV_CONTENT(ITEM_MASK_KEATON) == ITEM_MASK_KEATON) { | ||
OPEN_DISPS(gPlayState->state.gfxCtx); | ||
Matrix_Push(); | ||
Matrix_RotateYS(0x38e3, MTXMODE_APPLY); | ||
Matrix_RotateZS(-0x12F6, MTXMODE_APPLY); | ||
Matrix_Translate(300.0f, -250.0f, 77.7f, MTXMODE_APPLY); | ||
Matrix_Scale(0.648f, 0.648f, 0.648f, MTXMODE_APPLY); | ||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gPlayState->state.gfxCtx), | ||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); | ||
gSPDisplayList(POLY_OPA_DISP++, (Gfx*)D_801C0B20[PLAYER_MASK_KEATON - 1]); | ||
Matrix_Pop(); | ||
CLOSE_DISPS(gPlayState->state.gfxCtx); | ||
} | ||
}); | ||
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnPlayerPostLimbDraw>( | ||
PLAYER_LIMB_WAIST, [](Player* player, s32 limbIndex) { | ||
if (CVarGetInteger("gModes.HyruleWarriorsStyledLink", 0) && player->transformation == PLAYER_FORM_HUMAN && | ||
player->itemAction != PLAYER_IA_MASK_FIERCE_DEITY && | ||
INV_CONTENT(ITEM_MASK_FIERCE_DEITY) == ITEM_MASK_FIERCE_DEITY) { | ||
OPEN_DISPS(gPlayState->state.gfxCtx); | ||
Matrix_Push(); | ||
Matrix_RotateXS(-0x61A8, MTXMODE_APPLY); | ||
Matrix_RotateYS(-0x7D0, MTXMODE_APPLY); | ||
Matrix_RotateZS(-0x3A98, MTXMODE_APPLY); | ||
Matrix_Translate(-85.0f, 658.0f, -165.0f, MTXMODE_APPLY); | ||
Matrix_Scale(0.635f, 0.635f, 0.635f, MTXMODE_APPLY); | ||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gPlayState->state.gfxCtx), | ||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); | ||
gSPDisplayList(POLY_OPA_DISP++, (Gfx*)D_801C0B20[PLAYER_MASK_FIERCE_DEITY - 1]); | ||
Matrix_Pop(); | ||
CLOSE_DISPS(gPlayState->state.gfxCtx); | ||
} | ||
}); | ||
} | ||
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void RegisterHyruleWarriorsStyledLink() { | ||
UpdateHyruleWarriorsStyledLink(); | ||
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GameInteractor::Instance->RegisterGameHook<GameInteractor::OnSceneInit>( | ||
[](s8 sceneId, s8 spawnNum) { UpdateHyruleWarriorsStyledLink(); }); | ||
} |