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Moved a condition to make it better.
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@ -739,6 +739,11 @@ void Minimap_Draw(GlobalContext* globalCtx) {
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(R_OW_MINIMAP_Y + gMapData->owMinimapHeight[mapIndex]) << 2, G_TX_RENDERTILE, 0,
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0, 1 << 10, 1 << 10);
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if (CVar_GetS32("gCustomColors", 0) != 1) {//This need to be added else it will color dungeon entrance icon too. (it re-init prim color to default color)
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_MINIMAP_COLOR(0), R_MINIMAP_COLOR(1), R_MINIMAP_COLOR(2), interfaceCtx->minimapAlpha);
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}
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if (((globalCtx->sceneNum != SCENE_SPOT01) && (globalCtx->sceneNum != SCENE_SPOT04) &&
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(globalCtx->sceneNum != SCENE_SPOT08)) ||
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(LINK_AGE_IN_YEARS != YEARS_ADULT)) {
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@ -746,10 +751,6 @@ void Minimap_Draw(GlobalContext* globalCtx) {
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((gMapData->owEntranceFlag[sEntranceIconMapIndex] != 0xFFFF) &&
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(gSaveContext.infTable[26] & gBitFlags[gMapData->owEntranceFlag[mapIndex]]))) {
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if (CVar_GetS32("gCustomColors", 0) != 1) {//This need to be added else it will color dungeon entrance icon too. (it re-init prim color to default color)
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_MINIMAP_COLOR(0), R_MINIMAP_COLOR(1), R_MINIMAP_COLOR(2), interfaceCtx->minimapAlpha);
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}
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gDPLoadTextureBlock(OVERLAY_DISP++, gMapDungeonEntranceIconTex, G_IM_FMT_RGBA, G_IM_SIZ_16b,
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8, 8, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
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G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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