Temporary fix for skull kid XLU crash (#74)

* Temporary fix for skull kid XLU crash

* Update z_dm_stk.c

---------

Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
This commit is contained in:
Garrett Cox
2024-05-22 09:04:58 -05:00
co-authored by louist103
parent 976603659a
commit e0d9bd2493
+8 -5
View File
@@ -2105,13 +2105,16 @@ void DmStk_Draw(Actor* thisx, PlayState* play) {
if (this->alpha < 255) {
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
Scene_SetRenderModeXlu(play, 1, 2);
// BENTODO
// #region 2S2H [TODO] This should be XLU, but it crashes because for some reason the limbs are attempting to
// render before the DrawFlex matrix is added to the segment (or something, not really certain)
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, this->alpha);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, this->alpha);
POLY_XLU_DISP =
POLY_OPA_DISP =
SkelAnime_DrawFlex(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, NULL, DmStk_PostLimbDraw2, &this->actor, POLY_XLU_DISP);
this->skelAnime.dListCount, NULL, DmStk_PostLimbDraw2, &this->actor, POLY_OPA_DISP);
// #endregion
} else {
Scene_SetRenderModeXlu(play, 0, 1);