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Fix a couple hardcoded render layers that were missed
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@@ -594,7 +594,7 @@ static void geo_process_background(struct GraphNodeBackground *node) {
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gDPSetCycleType(gfx++, G_CYC_1CYCLE);
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gSPEndDisplayList(gfx++);
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geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(gfxStart), 0);
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geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(gfxStart), LAYER_FORCE);
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}
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if (node->fnNode.node.children != NULL) {
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geo_process_node_and_siblings(node->fnNode.node.children);
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@@ -762,11 +762,11 @@ static void geo_process_shadow(struct GraphNodeShadow *node) {
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mtxf_to_mtx(mtx, gMatStack[gMatStackIndex]);
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gMatStackFixed[gMatStackIndex] = mtx;
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if (gShadowAboveWaterOrLava == TRUE) {
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geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(shadowList), 4);
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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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geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(shadowList), 5);
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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), 6);
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geo_append_display_list((void *) VIRTUAL_TO_PHYSICAL(shadowList), LAYER_TRANSPARENT_DECAL);
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}
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gMatStackIndex--;
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}
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