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For correct lookups, without our texture replacement actually supporting volume textures, we need to use this mechanism here too. The game actually uses two mipmaps, but they're identical and point to the same memory, so we treat them as a regular 2D texture instead for purposes of both texturing and replacement. This is presumably legacy from the initial Japanese version that needs to use multiple texture layers. Similarly it does in in pairs. This does actually not fully fix texture replacement for the Japanese version, unfortunately. For that we need more proper support for these weird textures in the texture replacement code - when I refactored it before for more natural handling of regular mipmapping, this kinda got lost.