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authorMax Roncace <me@caseif.net>2026-06-23 20:52:55 +0100
committerGitHub <noreply@github.com>2026-06-23 12:52:55 -0700
commitc8fa8c9e2aab72cf4e5db0e5d1c84a9ea6ee6eb0 (patch)
treee74401818820cb5571533e10e3f1b987bdb8b75a /include/d/d_item.h
parent8eae8919c8f53c4c5015ef9b664c6cd2f7c31f8b (diff)
Link d_cursor_mng for all Wii versions (#3164)HEADmain
Diffstat (limited to 'include/d/d_item.h')
-rw-r--r--include/d/d_item.h14
1 files changed, 14 insertions, 0 deletions
diff --git a/include/d/d_item.h b/include/d/d_item.h
index 0d379c0578..7b09ea9ddd 100644
--- a/include/d/d_item.h
+++ b/include/d/d_item.h
@@ -3,6 +3,20 @@
#include <types.h>
+#if PLATFORM_WII
+#define SELECT_ITEMS_COUNT 4
+#define SELECT_ITEMS_MAX 4
+#elif PLATFORM_SHIELD
+// Shield has some weird code where the Wii item limit of 4 is used e.g. as a loop bound
+// despite that version only allowing 2 bound items. We use a separate macro to differentiate
+// these usages as being disconnected from the actual item slot count.
+#define SELECT_ITEMS_COUNT 2
+#define SELECT_ITEMS_MAX 4
+#else
+#define SELECT_ITEMS_COUNT 2
+#define SELECT_ITEMS_MAX 2
+#endif
+
class dEnemyItem_c {
public:
static void setItemData(u8* data) { mData = data; }