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authorEblo <7004497+Eblo@users.noreply.github.com>2025-11-03 23:06:59 -0500
committerGitHub <noreply@github.com>2025-11-03 21:06:59 -0700
commit729d446789d550be140bcbf342fb7b3957cd15a4 (patch)
treebff8f2c59c40ada324a5fc497cd7a1f02e0bd382
parent04cf7fbf0200db67946a430f6a5ef10289cb965d (diff)
Fix lens actors not showing (#1315)
-rw-r--r--mm/src/code/z_actor.c2
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;