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Fixes for standable collision tris visualization in Metroid Prime 3
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@@ -68,8 +68,8 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
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else if (CollisionGame != eReturns && rkViewInfo.CollisionSettings.TintWithSurfaceColor)
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Tint *= rMat.SurfaceColor(CollisionGame);
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bool IsFloor = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.HasFlag(eCF_Floor) : true) || CollisionGame == eReturns;
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bool IsUnstandable = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.HasFlag(eCF_JumpNotAllowed) : false) && CollisionGame != eReturns;
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bool IsFloor = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.IsFloor() : true) || CollisionGame == eReturns;
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bool IsUnstandable = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.IsUnstandable(CollisionGame) : false) && CollisionGame != eReturns;
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CDrawUtil::UseCollisionShader(IsFloor, IsUnstandable, Tint);
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pMesh->DrawMaterial(iMat, false);
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