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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
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Transform tagging for the hookshot reticle
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@ -76,6 +76,55 @@ void ArmsHook_Draw(Actor* thisx, PlayState* play) {
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#undef THIS
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extern Gfx gHookshotReticleDL[];
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void Player_DrawHookshotReticle(PlayState* play, Player* player, f32 hookshotDistance) {
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static Vec3f D_801C094C = { -500.0f, -100.0f, 0.0f };
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CollisionPoly* poly;
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s32 bgId;
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Vec3f sp7C;
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Vec3f sp70;
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Vec3f pos;
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D_801C094C.z = 0.0f;
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Matrix_MultVec3f(&D_801C094C, &sp7C);
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D_801C094C.z = hookshotDistance;
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Matrix_MultVec3f(&D_801C094C, &sp70);
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if (BgCheck_AnyLineTest3(&play->colCtx, &sp7C, &sp70, &pos, &poly, true, true, true, true, &bgId)) {
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if (!func_800B90AC(play, &player->actor, poly, bgId, &pos) ||
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BgCheck_ProjectileLineTest(&play->colCtx, &sp7C, &sp70, &pos, &poly, true, true, true, true, &bgId)) {
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Vec3f sp58;
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f32 sp54;
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f32 scale;
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OPEN_DISPS(play->state.gfxCtx);
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OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_7);
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SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &pos, &sp58, &sp54);
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scale = (sp54 < 200.0f) ? 0.08f : (sp54 / 200.0f) * 0.08f;
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Matrix_Translate(pos.x, pos.y, pos.z, MTXMODE_NEW);
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Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
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// @recomp Tag the reticle's transform.
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gEXMatrixGroupSimple(OVERLAY_DISP++, HOOKSHOT_RETICLE_ID, G_EX_PUSH, G_MTX_MODELVIEW,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPSegment(OVERLAY_DISP++, 0x06, play->objectCtx.slots[player->actor.objectSlot].segment);
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gSPDisplayList(OVERLAY_DISP++, gHookshotReticleDL);
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// @recomp Pop the reticle's transform tag.
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gEXPopMatrixGroup(OVERLAY_DISP);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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}
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}
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extern Gfx object_link_child_DL_017818[];
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@ -11,6 +11,7 @@
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#define SOARING_CAPSULE_TRANSFORM_ID 0x301U
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#define BOWSTRING_TRANSFORM_ID 0x400U
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#define HOOKSHOT_RETICLE_ID 0x401U
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#define ACTOR_TRANSFORM_LIMB_COUNT 128
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#define ACTOR_TRANSFORM_ID_COUNT (ACTOR_TRANSFORM_LIMB_COUNT * 2) // One ID for each limb and another for each post-draw
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