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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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@ -818,10 +818,10 @@ void EnMd_Draw(Actor* thisx, GlobalContext* globalCtx) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_md.c", 1280);
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if (this->alpha == 255) {
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gSPSegment(oGfxCtx->polyOpa.p++, 0x08, SEGMENTED_TO_VIRTUAL(sEyesSegments[this->eyeIdx]));
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyesSegments[this->eyeIdx]));
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func_80034BA0(globalCtx, &this->skelAnime, EnMd_OverrideLimbDraw, EnMd_PostLimbDraw, &this->actor, this->alpha);
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} else if (this->alpha != 0) {
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gSPSegment(oGfxCtx->polyXlu.p++, 0x08, SEGMENTED_TO_VIRTUAL(sEyesSegments[this->eyeIdx]));
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyesSegments[this->eyeIdx]));
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func_80034CC4(globalCtx, &this->skelAnime, EnMd_OverrideLimbDraw, EnMd_PostLimbDraw, &this->actor, this->alpha);
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}
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