Changed tree leaf particle check from hardcoded levels, to gEnvFxMode
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4a93e44779
commit
6e087de181
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@ -1,5 +1,7 @@
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// tree_particles.c.inc
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// tree_particles.c.inc
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#include "src/game/envfx_snow.h"
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void bhv_tree_snow_or_leaf_loop(void) {
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void bhv_tree_snow_or_leaf_loop(void) {
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cur_obj_update_floor_height();
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cur_obj_update_floor_height();
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if (o->oTimer == 0) {
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if (o->oTimer == 0) {
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@ -32,17 +34,12 @@ void bhv_tree_snow_or_leaf_loop(void) {
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}
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}
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void bhv_snow_leaf_particle_spawn_init(void) {
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void bhv_snow_leaf_particle_spawn_init(void) {
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s32 isSnow = (gEnvFxMode == ENVFX_SNOW_NORMAL || gEnvFxMode == ENVFX_SNOW_BLIZZARD);
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struct Object *obj; // Either snow or leaf
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struct Object *obj; // Either snow or leaf
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UNUSED s32 unused;
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s32 isSnow;
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f32 scale;
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f32 scale;
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UNUSED s32 unused2;
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UNUSED s32 unused2;
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struct Object* player = nearest_player_to_object(o);
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struct Object* player = nearest_player_to_object(o);
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player->oActiveParticleFlags &= ~0x2000;
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player->oActiveParticleFlags &= ~0x2000;
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if (gCurrLevelNum == LEVEL_CCM || gCurrLevelNum == LEVEL_SL)
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isSnow = 1;
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else
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isSnow = 0;
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if (isSnow) {
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if (isSnow) {
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if (random_float() < 0.5) {
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if (random_float() < 0.5) {
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obj = spawn_object(o, MODEL_WHITE_PARTICLE_DL, bhvTreeSnow);
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obj = spawn_object(o, MODEL_WHITE_PARTICLE_DL, bhvTreeSnow);
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