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Use macros for oGfxCtx accesses (#465)
* fix colliderinit typo * fix initchain * reloc * add defines * add defines * missed some on merge * rename gfxCtx and add comment * remove space
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195 changed files with 2236 additions and 2229 deletions
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@ -482,7 +482,7 @@ void EnKz_Draw(Actor* thisx, GlobalContext* globalCtx) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_kz.c", 1259);
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gSPSegment(oGfxCtx->polyOpa.p++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeSegments[this->eyeIdx]));
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeSegments[this->eyeIdx]));
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func_800943C8(globalCtx->state.gfxCtx);
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SkelAnime_DrawSV(globalCtx, this->skelanime.skeleton, this->skelanime.limbDrawTbl, this->skelanime.dListCount,
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EnKz_OverrideLimbDraw, EnKz_PostLimbDraw, &this->actor);
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