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authorEblo <7004497+Eblo@users.noreply.github.com>2025-11-06 08:45:46 -0500
committerGitHub <noreply@github.com>2025-11-06 08:45:46 -0500
commitfefee554a733f06dc60272521c19fdc76fdcc702 (patch)
tree5246b6778c7d8ca783bab37530e3504474640099 /mm/src/code/z_actor.c
parent8c9e6dca046941bebcb5d68170c686388e2596dd (diff)
parentf45acdd794712fefa0fae0bca86dcac22e040f09 (diff)
Merge pull request #1321 from HarbourMasters/develop-mion
Merge develop-mion->develop
Diffstat (limited to 'mm/src/code/z_actor.c')
-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 00c473524..8c86e337e 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;