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Update z_magic_fire rectangle to be based on screen size
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1 changed files with 1 additions and 1 deletions
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@ -241,7 +241,7 @@ void MagicFire_Draw(Actor* thisx, PlayState* play) {
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(u8)(s32)(120 * this->screenTintIntensity));
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(u8)(s32)(120 * this->screenTintIntensity));
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gDPSetAlphaDither(POLY_XLU_DISP++, G_AD_DISABLE);
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gDPSetAlphaDither(POLY_XLU_DISP++, G_AD_DISABLE);
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gDPSetColorDither(POLY_XLU_DISP++, G_CD_DISABLE);
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gDPSetColorDither(POLY_XLU_DISP++, G_CD_DISABLE);
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gDPFillRectangle(POLY_XLU_DISP++, 0, 0, 319, 239);
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gDPFillRectangle(POLY_XLU_DISP++, 0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 128, 255, 200, 0, (u8)(this->alphaMultiplier * 255));
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 128, 255, 200, 0, (u8)(this->alphaMultiplier * 255));
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gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, (u8)(this->alphaMultiplier * 255));
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gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, (u8)(this->alphaMultiplier * 255));
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