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Effect EnIce OK (#976)
* Ok * Material/Model * Cleanup * format * IceFragment Assets * PR
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+2
-2
@@ -4544,7 +4544,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, gameplayFrames & 0xFF, 32, 16, 1, 0,
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(gameplayFrames * 2) & 0xFF, 64, 32));
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 170, 255, 255, 255);
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gSPDisplayList(POLY_XLU_DISP++, gFrozenIceDL);
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gSPDisplayList(POLY_XLU_DISP++, gEffIceFragment2MaterialDL);
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effectAlphaScaled = effectAlpha * 255.0f;
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@@ -4575,7 +4575,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gFrozenIceVtxDL);
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gSPDisplayList(POLY_XLU_DISP++, gEffIceFragment2ModelDL);
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}
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limbPos = limbPosStart; // reset limbPos
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