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Fix shadow transparency
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@@ -102,6 +102,8 @@
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#define MULTILANG (0 || VERSION_EU)
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// Enables Puppy Camera 2, a rewritten camera that can be freely configured and modified.
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//#define PUPPYCAM
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// Allows Mario's shadow to be transparent on top of transparent surfaces, such as water, lava, and ice
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#define FIX_SHADOW_TRANSPARENCY
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// Automatically calculate the optimal collision distance for an object based on its vertices.
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#define AUTO_COLLISION_DISTANCE
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// Makes obj_resolve_object_collisions work consistently
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@@ -721,13 +721,17 @@ static void geo_process_shadow(struct GraphNodeShadow *node) {
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mtxf_mul(gMatStack[gMatStackIndex], mtxf, *gCurGraphNodeCamera->matrixPtr);
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mtxf_to_mtx(mtx, gMatStack[gMatStackIndex]);
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gMatStackFixed[gMatStackIndex] = mtx;
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#ifdef FIX_SHADOW_TRANSPARENCY
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geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(shadowList), ((gShadowAboveWaterOrLava || gShadowAboveCustomWater || gMarioOnIceOrCarpet) ? LAYER_TRANSPARENT : LAYER_TRANSPARENT_DECAL));
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#else
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if (gShadowAboveWaterOrLava == TRUE) {
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geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(shadowList), LAYER_ALPHA);
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} else if (gMarioOnIceOrCarpet == 1 || gShadowAboveCustomWater == 1) {
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} else if (gMarioOnIceOrCarpet == TRUE || gShadowAboveCustomWater == TRUE) {
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geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(shadowList), LAYER_TRANSPARENT);
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} else {
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geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(shadowList), LAYER_TRANSPARENT_DECAL);
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}
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#endif
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gMatStackIndex--;
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}
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}
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