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https://github.com/zeldaret/ss
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Work around LightTextureMgr regression
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@@ -85,11 +85,11 @@ public:
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return num < 8 ? num : 8;
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}
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const LightObject *GetLightObject(u16 i) const {
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const LightObject *GetLightObject(int i) const {
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return &mpLightData[i].mLightObject;
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}
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LightObject *GetLightObject(u16 i) {
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LightObject *GetLightObject(int i) {
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return &mpLightData[i].mLightObject;
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}
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@@ -161,7 +161,7 @@ bool LightTextureManager::setBinaryToTexture(const void *data) {
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void LightTextureManager::correctLightObject() {
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int j = 0;
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for (int i = 0; i < mpLightMgr->GetNumLightData(); i++) {
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const LightObject *o = mpLightMgr->GetLightObject(i);
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const LightObject *o = mpLightMgr->GetLightObject((u16)i);
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if (o->CheckFlag1() && o->CheckFlag0x20()) {
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mpObjects[j] = o;
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j++;
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