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#include <camera.h>
#include <actors.h>
#include <main.h>
#include <libultra/gbi.h>
#include <assets/moo_moo_farm_data.h>
/**
* @brief Renders the cow actor.
* Actor used in Moo Moo Farm.
*
* @param camera
* @param arg1
* @param arg2
*/
void render_actor_cow(Camera* camera, Mat4 arg1, struct Actor* arg2) {
if (is_within_render_distance(camera->pos, arg2->pos, camera->rot[1], 0, gCameraZoom[camera - camera1],
4000000.0f) < 0 &&
CVarGetInteger("gNoCulling", 0) == 0) {
return;
}
// @port: Tag the transform.
FrameInterpolation_RecordOpenChild("render_actor_cow", TAG_OBJECT(arg2));
arg1[3][0] = arg2->pos[0];
arg1[3][1] = arg2->pos[1];
arg1[3][2] = arg2->pos[2];
if (render_set_position(arg1, 0) != 0) {
switch (arg2->state) {
case 0:
gSPDisplayList(gDisplayListHead++, d_course_moo_moo_farm_dl_cow1);
break;
case 1:
gSPDisplayList(gDisplayListHead++, d_course_moo_moo_farm_dl_cow2);
break;
case 2:
gSPDisplayList(gDisplayListHead++, d_course_moo_moo_farm_dl_cow3);
break;
case 3:
gSPDisplayList(gDisplayListHead++, d_course_moo_moo_farm_dl_cow4);
break;
case 4:
gSPDisplayList(gDisplayListHead++, d_course_moo_moo_farm_dl_cow5);
break;
}
}
// @port Pop the transform id.
FrameInterpolation_RecordCloseChild();
}
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