small fix to translucency flag assignment
hardware does not care that the polygon's mode would prevent the texture from rendering translucent pixels
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@ -1219,7 +1219,7 @@ void GPU3D::SubmitPolygon() noexcept
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u32 texfmt = (TexParam >> 26) & 0x7;
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u32 polyalpha = (CurPolygonAttr >> 16) & 0x1F;
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poly->Translucent = ((texfmt == 1 || texfmt == 6) && !(CurPolygonAttr & 0x10)) || (polyalpha > 0 && polyalpha < 31);
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poly->Translucent = (texfmt == 1 || texfmt == 6) || (polyalpha > 0 && polyalpha < 31);
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poly->IsShadowMask = ((CurPolygonAttr & 0x3F000030) == 0x00000030);
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poly->IsShadow = ((CurPolygonAttr & 0x30) == 0x30) && !poly->IsShadowMask;
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