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https://github.com/ACreTeam/ac-decomp
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sys_matrix: Update func calls to use mtx mode defines, hope that's all of them
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@@ -103,7 +103,7 @@ static void aTCR_actor_draw(ACTOR* actor, GAME* game){
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}
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else{
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Matrix_translate(cracker->tools_class.actor_class.world.position.x, cracker->tools_class.actor_class.world.position.y,
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cracker->tools_class.actor_class.world.position.z, FALSE);
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cracker->tools_class.actor_class.world.position.z, MTX_LOAD);
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Matrix_scale(0.01f, 0.01f, 0.01f, MTX_MULT);
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}
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@@ -121,7 +121,7 @@ static void aTFL_actor_draw(ACTOR* actor, GAME* game){
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}
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else{
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Matrix_translate(actor->world.position.x, actor->world.position.y,
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actor->world.position.z, FALSE);
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actor->world.position.z, MTX_LOAD);
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Matrix_scale(0.01f, 0.01f, 0.01f, MTX_MULT);
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}
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@@ -102,12 +102,12 @@ static void aTHB_actor_draw(ACTOR* actor, GAME* game) {
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} else {
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Matrix_translate(hanabi->tools_class.actor_class.world.position.x,
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hanabi->tools_class.actor_class.world.position.y,
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hanabi->tools_class.actor_class.world.position.z, FALSE);
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hanabi->tools_class.actor_class.world.position.z, MTX_LOAD);
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Matrix_scale(0.01f, 0.01f, 0.01f, MTX_MULT);
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}
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Matrix_scale(hanabi->tools_class.actor_class.scale.x, hanabi->tools_class.actor_class.scale.y,
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hanabi->tools_class.actor_class.scale.z, TRUE);
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hanabi->tools_class.actor_class.scale.z, MTX_MULT);
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_texture_z_light_fog_prim_npc(graph);
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gfxp = NOW_POLY_OPA_DISP;
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@@ -103,7 +103,7 @@ static void aTPT_actor_draw(ACTOR* actor, GAME* game){
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}
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else{
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Matrix_translate(pistol->tools_class.actor_class.world.position.x, pistol->tools_class.actor_class.world.position.y,
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pistol->tools_class.actor_class.world.position.z, FALSE);
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pistol->tools_class.actor_class.world.position.z, MTX_LOAD);
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Matrix_scale(0.01f, 0.01f, 0.01f, MTX_MULT);
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}
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@@ -99,7 +99,7 @@ static void aTUT_actor_draw(ACTOR* actor, GAME* game) {
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}
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else{
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Matrix_translate(utiwa->tools_class.actor_class.world.position.x, utiwa->tools_class.actor_class.world.position.y,
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utiwa->tools_class.actor_class.world.position.z, FALSE);
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utiwa->tools_class.actor_class.world.position.z, MTX_LOAD);
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Matrix_scale(0.01f, 0.01f, 0.01f, MTX_MULT);
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}
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