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Fix Ganondorf texture issues (#1578)
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@ -1199,10 +1199,11 @@ void BossGanon_ShatterWindows(u8 windowShatterState) {
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s16 i;
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u8* tex1 = ResourceMgr_LoadTexByName(SEGMENTED_TO_VIRTUAL(ganon_boss_sceneTex_006C18));
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u8* tex2 = ResourceMgr_LoadTexByName(SEGMENTED_TO_VIRTUAL(ganon_boss_sceneTex_007418));
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u8* templateTex = ResourceMgr_LoadTexByName(SEGMENTED_TO_VIRTUAL(gGanondorfWindowShatterTemplateTex));
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for (i = 0; i < 2048; i++) {
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if ((tex1[i] != 0) && (Rand_ZeroOne() < 0.03f)) {
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if ((((u8*)gGanondorfWindowShatterTemplateTex)[i] == 0) || (windowShatterState == GDF_WINDOW_SHATTER_FULL)) {
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if ((templateTex[i] == 0) || (windowShatterState == GDF_WINDOW_SHATTER_FULL)) {
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tex1[i] = tex2[i] = 1;
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}
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}
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@ -3802,6 +3803,7 @@ void BossGanon_DrawShadowTexture(void* tex, BossGanon* this, GlobalContext* glob
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gDPLoadTextureBlock(POLY_OPA_DISP++, tex, G_IM_FMT_I, G_IM_SIZ_8b, 64, 64, 0, G_TX_NOMIRROR | G_TX_CLAMP,
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G_TX_NOMIRROR | G_TX_CLAMP, 6, 6, G_TX_NOLOD, G_TX_NOLOD);
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gSPDisplayList(POLY_OPA_DISP++, gGanondorfShadowModelDL);
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gSPInvalidateTexCache(POLY_OPA_DISP++, tex); // Shadow texture will change every frame, no use keeping it around
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CLOSE_DISPS(gfxCtx);
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}
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@ -3815,6 +3817,12 @@ void BossGanon_Draw(Actor* thisx, GlobalContext* globalCtx) {
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OPEN_DISPS(globalCtx->state.gfxCtx);
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// Invalidate textures if they have changed
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if (this->windowShatterState != GDF_WINDOW_SHATTER_OFF) {
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gSPInvalidateTexCache(POLY_OPA_DISP++, ganon_boss_sceneTex_006C18);
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gSPInvalidateTexCache(POLY_OPA_DISP++, ganon_boss_sceneTex_007418);
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}
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func_80093D18(globalCtx->state.gfxCtx);
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func_80093D84(globalCtx->state.gfxCtx);
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@ -365,6 +365,9 @@ void EnGanonMant_DrawCloak(GlobalContext* globalCtx, EnGanonMant* this) {
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OPEN_DISPS(globalCtx->state.gfxCtx);
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// Invalidate cape texture as it may have been torn
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gSPInvalidateTexCache(POLY_OPA_DISP++, gMantTex);
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Matrix_Translate(0.0f, 0.0f, 0.0f, MTXMODE_NEW);
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
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