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Added missing change for new matrix group macros
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@ -14,10 +14,10 @@ void Room_Draw(PlayState* play, Room* room, u32 flags) {
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// @recomp Tag the room's matrices if applicable.
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// @recomp Tag the room's matrices if applicable.
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// Tag terrain as being ignored for interpolation, which prevents interpolation glitches where some pieces of terrain swap places when one comes into view.
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// Tag terrain as being ignored for interpolation, which prevents interpolation glitches where some pieces of terrain swap places when one comes into view.
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if (flags & ROOM_DRAW_OPA) {
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if (flags & ROOM_DRAW_OPA) {
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gEXMatrixGroup(POLY_OPA_DISP++, G_EX_ID_IGNORE, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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gEXMatrixGroupNoInterpolate(POLY_OPA_DISP++, G_EX_PUSH, G_MTX_MODELVIEW);
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}
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}
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if (flags & ROOM_DRAW_XLU) {
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if (flags & ROOM_DRAW_XLU) {
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gEXMatrixGroup(POLY_XLU_DISP++, G_EX_ID_IGNORE, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR);
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gEXMatrixGroupNoInterpolate(POLY_XLU_DISP++, G_EX_PUSH, G_MTX_MODELVIEW);
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}
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}
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CLOSE_DISPS(play->state.gfxCtx);
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CLOSE_DISPS(play->state.gfxCtx);
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