When the `dp-bipedal`s get blown up by the nuke gun, their bones go to
NaNs on the last frame. The shadow renderer doesn't handle this well and
draws all possible triangles as single tris. This overflows the vif
`unpack` field and triggered an assert when sizes inside the shadow
renderer weren't consistent.
My guess is that this works on the real game either because:
- their shadow renderer draws garbage data, but you can't tell because
the screen is white from the nuke
- no NaN on PS2 means that the shadow renderer behaved differently, not
using all single tris.
As a workaround, if the bones are NaN, the shadow renderer treats them
as 0, meaning there is no shadow drawn.
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Co-authored-by: water111 <awaterford1111445@gmail.com>
Fix compiler warnings, and a bug where the `snd_handle` of
`SoundBankInfo` was never set, leading to sound banks never unloading.
The game relies on unloading soundbanks to make sure certain sounds
don't play, like the blue gun 1 fire noise when using blue gun 2.
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Co-authored-by: water111 <awaterford1111445@gmail.com>