Don't draw overhead items during GI animation
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@@ -540,6 +540,10 @@ void EnExItem_WaitForObjectRandomized(EnExItem* enExItem, PlayState* play) {
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}
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}
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void EnItem00_DrawRandomizedItem(EnItem00* enItem00, PlayState* play) {
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void EnItem00_DrawRandomizedItem(EnItem00* enItem00, PlayState* play) {
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// Don't draw overhead items in cutscenes so they don't overlap during GI animations.
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if (enItem00->actor.params == ITEM00_SOH_GIVE_ITEM_ENTRY && GameInteractor::IsGameplayPaused()) {
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return;
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}
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f32 mtxScale = CVarGetFloat(CVAR_RANDOMIZER_ENHANCEMENT("TimeSavers.SkipGetItemAnimationScale"), 10.0f);
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f32 mtxScale = CVarGetFloat(CVAR_RANDOMIZER_ENHANCEMENT("TimeSavers.SkipGetItemAnimationScale"), 10.0f);
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Matrix_Scale(mtxScale, mtxScale, mtxScale, MTXMODE_APPLY);
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Matrix_Scale(mtxScale, mtxScale, mtxScale, MTXMODE_APPLY);
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GetItemEntry randoItem = enItem00->itemEntry;
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GetItemEntry randoItem = enItem00->itemEntry;
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