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GBA/32x: Render world without edge/horizon
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@ -704,7 +704,7 @@ static CC_NOINLINE void BuildMapSides(void) {
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struct VertexTextured* data;
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struct VertexTextured* data;
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if (!World.Loaded) return;
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if (!World.Loaded) return;
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/*if (Gfx.Limitations & GFX_LIMIT_WORLD_ONLY) return;*/
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if (Gfx.Limitations & GFX_LIMIT_WORLD_ONLY) return;
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block = Env.SidesBlock;
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block = Env.SidesBlock;
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if (Blocks.Draw[block] == DRAW_GAS) return;
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if (Blocks.Draw[block] == DRAW_GAS) return;
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@ -757,7 +757,7 @@ static CC_NOINLINE void BuildMapEdges(void) {
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struct VertexTextured* data;
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struct VertexTextured* data;
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if (!World.Loaded) return;
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if (!World.Loaded) return;
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/*if (Gfx.Limitations & GFX_LIMIT_WORLD_ONLY) return;*/
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if (Gfx.Limitations & GFX_LIMIT_WORLD_ONLY) return;
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block = Env.EdgeBlock;
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block = Env.EdgeBlock;
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if (Blocks.Draw[block] == DRAW_GAS) return;
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if (Blocks.Draw[block] == DRAW_GAS) return;
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