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Add GUI toggle for Ganon blood color, also fix minor unrelated typos in ImGui (#411)
* Add GUI toggle for Ganon blood color * Move to new Restoration section * rm accidental line break * Simplify booleans
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596d5b478b
commit
8cbc4d27eb
5 changed files with 34 additions and 22 deletions
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@ -25,6 +25,7 @@ void BootCommands_Init()
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CVar_RegisterS32("gDebugEnabled", 0);
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CVar_RegisterS32("gPauseLiveLink", 0);
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CVar_RegisterS32("gMinimalUI", 0);
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CVar_RegisterS32("gRedGanonBlood", 0);
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CVar_RegisterS32("gRumbleEnabled", 0);
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CVar_RegisterS32("gUniformLR", 0);
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CVar_RegisterS32("gTwoHandedIdle", 0);
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@ -1209,19 +1209,15 @@ void BossGanon_ShatterWindows(u8 windowShatterState) {
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}
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void BossGanon_DeathAndTowerCutscene(BossGanon* this, GlobalContext* globalCtx) {
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const bool originalBlood = CVar_GetS32("gOriginalBlood", 1);
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static Color_RGBA8 bloodPrimColor = { 0, 120, 0, 255 };
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static Color_RGBA8 bloodEnvColor = { 0, 120, 0, 255 };
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static Color_RGBA8 bloodPrimColor = { 120, 0, 0, 255 };
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static Color_RGBA8 bloodEnvColor = { 120, 0, 0, 255 };
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if(CVar_GetS32("gRedGanonBlood", 0)) {
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bloodPrimColor.r = 120;
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bloodPrimColor.g = 0;
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if(!originalBlood) {
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bloodPrimColor.r = 0;
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bloodPrimColor.g = 120;
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bloodPrimColor.b = 0;
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bloodEnvColor.r = 0;
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bloodEnvColor.g = 120;
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bloodEnvColor.b = 0;
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bloodEnvColor.r = 120;
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bloodEnvColor.g = 0;
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}
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s16 i;
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@ -1456,6 +1456,17 @@ void func_80901020(BossGanon2* this, GlobalContext* globalCtx) {
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void func_8090109C(BossGanon2* this, GlobalContext* globalCtx) {
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u8 i;
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static Color_RGBA8 sPrimColor = { 0, 120, 0, 255 };
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static Color_RGBA8 sEnvColor = { 0, 120, 0, 255 };
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if(CVar_GetS32("gRedGanonBlood", 0)) {
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sPrimColor.r = 120;
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sPrimColor.g = 0;
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sEnvColor.r = 120;
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sEnvColor.g = 0;
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}
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for (i = 0; i < 70; i++) {
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Vec3f velocity;
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Vec3f accel;
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@ -238,10 +238,6 @@ static ColliderJntSphInit sJntSphInit2 = {
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sJntSphItemsInit2,
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};
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static Color_RGBA8 sPrimColor = { 0, 120, 0, 255 };
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static Color_RGBA8 sEnvColor = { 0, 120, 0, 255 };
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static Vec3f D_8090702C[] = {
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{ 10.0f, -10.0f, 0.0f },
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{ 0.0f, 0.0f, -60.0f },
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