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Initialize objListIndex
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@@ -920,7 +920,7 @@ void cur_obj_update(void) {
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f32 distanceFromMario;
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BhvCommandProc bhvCmdProc;
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s32 bhvProcResult;
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s32 objListIndex;
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s32 objListIndex = OBJ_LIST_PLAYER;
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// Calculate the distance from the object to Mario.
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if (objFlags & OBJ_FLAG_COMPUTE_DIST_TO_MARIO) {
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@@ -1000,10 +1000,9 @@ void cur_obj_update(void) {
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if ((bhvScript[0] >> 24) == 0) {
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objListIndex = (bhvScript[0] >> 16) & 0xFFFF;
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}
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if (objListIndex == OBJ_LIST_SURFACE && !(objFlags & OBJ_FLAG_UCODE_SMALL))
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{
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if (objListIndex == OBJ_LIST_SURFACE && !(objFlags & OBJ_FLAG_UCODE_SMALL)) {
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gCurrentObject->header.gfx.node.flags &= ~GRAPH_RENDER_UCODE_REJ;
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gCurrentObject->header.gfx.node.flags |= GRAPH_RENDER_UCODE_ZEX;
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gCurrentObject->header.gfx.node.flags |= GRAPH_RENDER_UCODE_ZEX;
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}
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#ifdef OBJ_OPACITY_BY_CAM_DIST
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