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fix lives counter textures
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@ -124,8 +124,8 @@ void HUD_MatrixTranslateCoordLeft(f32* transX, f32* transY) {
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// Used in the status screen, and when losing a life
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void HUD_LivesCount1_Draw(f32 xPos, f32 yPos, s32 lifeCount) {
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u8* sLifeIconTex[] = { aArwingLifeIconTex, aBlueMarineLifeIconTex, aLandmasterLifeIconTex };
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u16* sLifeIconTLUT[] = { aArwingLifeIconTLUT, aBlueMarineLifeIconTLUT, aLandmasterLifeIconTLUT };
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u8* sLifeIconTex[] = { aArwingLifeIconTex, aLandmasterLifeIconTex, aBlueMarineLifeIconTex };
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u16* sLifeIconTLUT[] = { aArwingLifeIconTLUT, aLandmasterLifeIconTLUT, aBlueMarineLifeIconTLUT };
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Player* player;
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s32 lifeIconIdx;
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s32 maxLives;
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@ -919,8 +919,8 @@ void HUD_DrawLevelClearScreen(void) {
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// Used in gameplay hud
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void HUD_LivesCount2_Draw(f32 x, f32 y, s32 number) {
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u8* sLivesCounterTexs[] = { aArwingLifeIconTex, aBlueMarineLifeIconTex, aLandmasterLifeIconTex };
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u16* sLivesCounterTLUTs[] = { aArwingLifeIconTLUT, aBlueMarineLifeIconTLUT, aLandmasterLifeIconTLUT };
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u8* sLivesCounterTexs[] = { aArwingLifeIconTex, aLandmasterLifeIconTex, aBlueMarineLifeIconTex };
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u16* sLivesCounterTLUTs[] = { aArwingLifeIconTLUT, aLandmasterLifeIconTLUT, aBlueMarineLifeIconTLUT };
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Player* player = &gPlayer[0];
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f32 x0;
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f32 x1;
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@ -2823,8 +2823,8 @@ void HUD_EdgeArrows_Draw(s32 idx, bool arg1) {
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}
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if (arg1) {
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Matrix_Translate(gGfxMatrix, xPos + D_800D1FE8[idx], D_800D1F28[idx] + D_800D2018[idx],
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D_800D1F58[idx], MTXF_APPLY);
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Matrix_Translate(gGfxMatrix, xPos + D_800D1FE8[idx], D_800D1F28[idx] + D_800D2018[idx], D_800D1F58[idx],
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MTXF_APPLY);
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} else {
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Matrix_Translate(gGfxMatrix, xPos, D_800D1F28[idx], D_800D1F58[idx], MTXF_APPLY);
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}
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