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Add fix for ice traps while wearing bunny hood (#1713)
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@ -10966,6 +10966,8 @@ void Player_DrawGameplay(GlobalContext* globalCtx, Player* this, s32 lod, Gfx* c
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this);
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this);
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if ((overrideLimbDraw == func_80090014) && (this->currentMask != PLAYER_MASK_NONE)) {
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if ((overrideLimbDraw == func_80090014) && (this->currentMask != PLAYER_MASK_NONE)) {
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// Fixes a bug in vanilla where ice traps are rendered extremely large while wearing a bunny hood
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if (CVar_GetS32("gFixIceTrapWithBunnyHood", 1)) Matrix_Push();
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Mtx* sp70 = Graph_Alloc(globalCtx->state.gfxCtx, 2 * sizeof(Mtx));
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Mtx* sp70 = Graph_Alloc(globalCtx->state.gfxCtx, 2 * sizeof(Mtx));
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if (this->currentMask == PLAYER_MASK_BUNNY) {
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if (this->currentMask == PLAYER_MASK_BUNNY) {
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@ -10987,6 +10989,7 @@ void Player_DrawGameplay(GlobalContext* globalCtx, Player* this, s32 lod, Gfx* c
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}
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}
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gSPDisplayList(POLY_OPA_DISP++, sMaskDlists[this->currentMask - 1]);
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gSPDisplayList(POLY_OPA_DISP++, sMaskDlists[this->currentMask - 1]);
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if (CVar_GetS32("gFixIceTrapWithBunnyHood", 1)) Matrix_Pop();
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}
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}
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if ((this->currentBoots == PLAYER_BOOTS_HOVER) && !(this->actor.bgCheckFlags & 1) &&
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if ((this->currentBoots == PLAYER_BOOTS_HOVER) && !(this->actor.bgCheckFlags & 1) &&
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