diff --git a/src/game/rendering_graph_node.c b/src/game/rendering_graph_node.c index 738f0245..d5bf5778 100644 --- a/src/game/rendering_graph_node.c +++ b/src/game/rendering_graph_node.c @@ -267,20 +267,8 @@ static void geo_process_perspective(struct GraphNodePerspective *node) { * range of this node. */ static void geo_process_level_of_detail(struct GraphNodeLevelOfDetail *node) { -#ifdef GBI_FLOATS - Mtx *mtx = gMatStackFixed[gMatStackIndex]; - s16 distanceFromCam = (s32) -mtx->m[3][2]; // z-component of the translation column -#else - // The fixed point Mtx type is defined as 16 longs, but it's actually 16 - // shorts for the integer parts followed by 16 shorts for the fraction parts - Mtx *mtx = gMatStackFixed[gMatStackIndex]; - s16 distanceFromCam = -GET_HIGH_S16_OF_32(mtx->m[1][3]); // z-component of the translation column -#endif - -#ifndef TARGET_N64 // We assume modern hardware is powerful enough to draw the most detailed variant - distanceFromCam = 0; -#endif + s16 distanceFromCam = 0; if (node->minDistance <= distanceFromCam && distanceFromCam < node->maxDistance) { if (node->node.children != 0) { diff --git a/src/game/shadow.c b/src/game/shadow.c index 8e7123f6..324400e5 100644 --- a/src/game/shadow.c +++ b/src/game/shadow.c @@ -13,10 +13,8 @@ #include "shadow.h" #include "sm64.h" -#ifndef TARGET_N64 // Avoid Z-fighting #define find_floor_height_and_data 0.4 + find_floor_height_and_data -#endif /** * @file shadow.c diff --git a/src/menu/star_select.c b/src/menu/star_select.c index f853009c..08b988e6 100644 --- a/src/menu/star_select.c +++ b/src/menu/star_select.c @@ -394,10 +394,8 @@ s32 lvl_init_act_selector_values_and_stars(UNUSED s32 arg, UNUSED s32 unused) { sInitSelectedActNum = 0; sVisibleStars = 0; sActSelectorMenuTimer = 0; -#ifdef NO_SEGMENTED_MEMORY sSelectedActIndex = 0; sSelectableStarIndex = 0; -#endif sObtainedStars = save_file_get_course_star_count(gCurrSaveFileNum - 1, gCurrCourseNum - 1); // Don't count 100 coin star