diff options
| author | Eblo <7004497+Eblo@users.noreply.github.com> | 2025-11-03 23:06:59 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-11-03 21:06:59 -0700 |
| commit | 729d446789d550be140bcbf342fb7b3957cd15a4 (patch) | |
| tree | bff8f2c59c40ada324a5fc497cd7a1f02e0bd382 | |
| parent | 04cf7fbf0200db67946a430f6a5ef10289cb965d (diff) | |
Fix lens actors not showing (#1315)
| -rw-r--r-- | mm/src/code/z_actor.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/mm/src/code/z_actor.c b/mm/src/code/z_actor.c index dc7742660..1540456d7 100644 --- a/mm/src/code/z_actor.c +++ b/mm/src/code/z_actor.c @@ -3116,7 +3116,7 @@ void Actor_DrawLensActors(PlayState* play, s32 numLensActors, Actor** lensActors POLY_XLU_DISP = gfx; // BENTODO: Since actor masking is diabled for actors that would normally // be "hidden", we are opting to just not render them at all - if (play->roomCtx.curRoom.lensMode == LENS_MODE_HIDE_ACTORS) { + if (play->roomCtx.curRoom.lensMode == LENS_MODE_SHOW_ACTORS) { Actor_Draw(play, *lensActor); } gfx = POLY_XLU_DISP; |
