Really fixes #6: Trying to load CLUT in non existent TIM
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7817c495f8
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@ -349,12 +349,14 @@ long drawQuad(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpr
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}
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if (nclip > 0 && mesh->OTz > 0 && (mesh->p < 4096)) {
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SetPolyGT4(poly4);
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// If tim mode == 0 | 1, set CLUT coordinates
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if ( (mesh->tim->mode & 0x3) < 2 ) {
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setClut(poly4,
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mesh->tim->crect->x,
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mesh->tim->crect->y
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);
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if (mesh->tim){
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// If tim mode == 0 | 1, set CLUT coordinates
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if ( (mesh->tim->mode & 0x3) < 2 ) {
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setClut(poly4,
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mesh->tim->crect->x,
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mesh->tim->crect->y
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);
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}
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}
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if (mesh->isSprite){
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// Turn off shading on sprite
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@ -426,15 +428,17 @@ long drawTri(MESH * mesh, long * Flag, int atime, int * camMode, char ** nextpri
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// Do not draw invisible meshes
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if ( nclip > 0 && mesh->OTz > 0 && (mesh->p < 4096) ) {
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SetPolyGT3( poly );
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// CLUT setup
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// If tim mode == 0 | 1 (4bits/8bits image), set CLUT coordinates
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if ( (mesh->tim->mode & 0x3 ) < 2){
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setClut(poly,
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mesh->tim->crect->x,
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mesh->tim->crect->y);
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}
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if ( mesh->isSprite ) {
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SetShadeTex( poly, 1 );
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if (mesh->tim){
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// CLUT setup
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// If tim mode == 0 | 1 (4bits/8bits image), set CLUT coordinates
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if ( (mesh->tim->mode & 0x3 ) < 2){
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setClut(poly,
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mesh->tim->crect->x,
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mesh->tim->crect->y);
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}
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if ( mesh->isSprite ) {
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SetShadeTex( poly, 1 );
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}
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}
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// If isPrism flag is set, use it
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if ( mesh->isPrism ) {
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