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Cleanup object syms (#546)
* First * Part2 * Save now or forever hold your peace * Part3 * Building * OK * Cleanup * Merge * PR * PR * Merge * PR * PR * Use oyu * Use names * TexturePtr
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@@ -2,6 +2,7 @@
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#include "vt.h"
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#include "assets/code/eff_shield_particle/eff_shield_particle.c"
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#include "objects/gameplay_keep/gameplay_keep.h"
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void EffectShieldParticle_Init(void* thisx, void* initParamsx) {
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EffectShieldParticle* this = (EffectShieldParticle*)thisx;
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@@ -154,8 +155,8 @@ void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
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gDPPipeSync(POLY_XLU_DISP++);
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gSPTexture(POLY_XLU_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gDPLoadTextureBlock(POLY_XLU_DISP++, D_04054F20, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0, G_TX_NOMIRROR | G_TX_WRAP,
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G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
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gDPLoadTextureBlock(POLY_XLU_DISP++, gameplay_keep_Tex_054F20, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
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gDPSetCombineLERP(POLY_XLU_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, 0, TEXEL0, 0, 0, 0,
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0, COMBINED, 0, 0, 0, COMBINED);
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