make lod cvar affect everything
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612da023f0
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@ -131,6 +131,10 @@ void SkelCurve_DrawLimb(PlayState* play, s32 limbIndex, SkelAnimeCurve* skelCurv
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Matrix_TranslateRotateZYX(&pos, &rot);
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Matrix_TranslateRotateZYX(&pos, &rot);
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Matrix_Scale(scale.x, scale.y, scale.z, MTXMODE_APPLY);
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Matrix_Scale(scale.x, scale.y, scale.z, MTXMODE_APPLY);
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if (CVarGetInteger("gDisableLOD", 0)) {
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lod = 0;
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}
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if (lod == 0) {
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if (lod == 0) {
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s32 pad1;
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s32 pad1;
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@ -78,6 +78,10 @@ void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable,
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Vec3f pos;
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Vec3f pos;
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Vec3s rot;
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Vec3s rot;
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if (CVarGetInteger("gDisableLOD", 0)) {
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lod = 0;
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}
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if (skeleton == NULL) {
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if (skeleton == NULL) {
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osSyncPrintf(VT_FGCOL(RED));
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osSyncPrintf(VT_FGCOL(RED));
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osSyncPrintf("Si2_Lod_draw():skelがNULLです。\n"); // "skel is NULL."
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osSyncPrintf("Si2_Lod_draw():skelがNULLです。\n"); // "skel is NULL."
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@ -11339,10 +11339,6 @@ void Player_Draw(Actor* thisx, PlayState* play2) {
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lod = 1;
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lod = 1;
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}
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}
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if (CVarGetInteger("gDisableLOD", 0) != 0) {
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lod = 0;
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}
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func_80093C80(play);
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func_80093C80(play);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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