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Fix killer door textures (#1177)
* Fix killer door textures * Remove todo as requested by @Rozelette
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5d29c4755e
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@ -103,12 +103,32 @@ void DoorKiller_Init(Actor* thisx, GlobalContext* globalCtx2) {
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s32 bankIndex;
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s32 bankIndex;
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s32 i;
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s32 i;
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/*
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// Look in the object bank for one of the four objects containing door textures
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// Look in the object bank for one of the four objects containing door textures
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bankIndex = -1;
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bankIndex = -1;
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for (i = 0; bankIndex < 0; i++) {
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for (i = 0; bankIndex < 0; i++) {
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bankIndex = Object_GetIndex(&globalCtx->objectCtx, sDoorTextures[i].objectId);
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bankIndex = Object_GetIndex(&globalCtx->objectCtx, sDoorTextures[i].objectId);
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this->textureEntryIndex = i;
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this->textureEntryIndex = i;
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}
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}
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*/
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// For SoH where all objects are loaded, hardcode the index to match the current map.
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switch (globalCtx->sceneNum) {
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case SCENE_HIDAN:
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this->textureEntryIndex = 0;
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break;
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case SCENE_MIZUSIN:
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this->textureEntryIndex = 1;
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break;
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case SCENE_HAKADAN:
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case SCENE_HAKADANCH:
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this->textureEntryIndex = 2;
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break;
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default:
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this->textureEntryIndex = 3;
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}
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bankIndex = Object_GetIndex(&globalCtx->objectCtx, sDoorTextures[this->textureEntryIndex].objectId);
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osSyncPrintf("bank_ID = %d\n", bankIndex);
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osSyncPrintf("bank_ID = %d\n", bankIndex);
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osSyncPrintf("status = %d\n", this->textureEntryIndex);
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osSyncPrintf("status = %d\n", this->textureEntryIndex);
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this->doorObjBankIndex = bankIndex;
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this->doorObjBankIndex = bankIndex;
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