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* Add hack to load bss texture in ovl_En_Jsjutan * Remove (debug?) reference to jsjutanShadowTex in LUS
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3 changed files with 8 additions and 10 deletions
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@ -367,8 +367,6 @@ void EnJsjutan_Update(Actor* thisx, GlobalContext* globalCtx2) {
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thisx->shape.rot.z = Math_CosS(globalCtx->gameplayFrames * 3500) * 300.0f;
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}
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extern uintptr_t jsjutanShadowTex;
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void EnJsjutan_Draw(Actor* thisx, GlobalContext* globalCtx2) {
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EnJsjutan* this = (EnJsjutan*)thisx;
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GlobalContext* globalCtx = globalCtx2;
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@ -396,13 +394,12 @@ void EnJsjutan_Draw(Actor* thisx, GlobalContext* globalCtx2) {
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}
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func_80A89A6C(this, globalCtx);
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jsjutanShadowTex = sShadowTex;
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if (this->unk_164) {
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this->unk_164 = false;
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u8* carpTex = ResourceMgr_LoadTexByName(sCarpetTex);
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u8* shadTex = sShadowTex;
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for (i = 0; i < ARRAY_COUNT(shadTex); i++) {
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for (i = 0; i < ARRAY_COUNT(sShadowTex); i++) {
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if (((u16*)carpTex)[i] != 0) { // Hack to bypass ZAPD exporting textures as u64.
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shadTex[i] = 0xFF;
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} else {
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@ -421,6 +418,7 @@ void EnJsjutan_Draw(Actor* thisx, GlobalContext* globalCtx2) {
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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// Draws the carpet's shadow texture.
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gSPSegment(POLY_OPA_DISP++, 0x0C, sShadowTex);
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gSPDisplayList(POLY_OPA_DISP++, sShadowMaterialDL);
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gDPPipeSync(POLY_OPA_DISP++);
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