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#include <racing/actors.h>
#include <libultra/gbi.h>
#include <main.h>
#include "assets/models/tracks/kalimari_desert/kalimari_desert_data.h"
/**
* @brief Renders the railroad crossing actor.
* Actor used in Kalimari Desert.
*
* @param camera
* @param rr_crossing
*/
void render_actor_railroad_crossing(Camera* camera, struct RailroadCrossing* rr_crossing) {
UNUSED Vec3s sp80 = { 0, 0, 0 };
Mat4 sp40;
f32 unk = is_within_render_distance(camera->pos, rr_crossing->pos, camera->rot[1], 0.0f, camera->fieldOfView,
4000000.0f);
if (CVarGetInteger("gNoCulling", 0) == 1) {
unk = MAX(unk, 0.0f);
}
if (!(unk < 0.0f)) {
mtxf_pos_rotation_xyz(sp40, rr_crossing->pos, rr_crossing->rot);
if (render_set_position(sp40, 0) != 0) {
gSPSetGeometryMode(gDisplayListHead++, G_LIGHTING);
gSPClearGeometryMode(gDisplayListHead++, G_CULL_BACK);
if (CM_GetCrossingOnTriggered(rr_crossing->crossingTrigger)) {
if (rr_crossing->someTimer < 20) {
gSPDisplayList(gDisplayListHead++, d_course_kalimari_desert_dl_crossing_right_active);
} else {
gSPDisplayList(gDisplayListHead++, d_course_kalimari_desert_dl_crossing_left_active);
}
} else {
gSPDisplayList(gDisplayListHead++, d_course_kalimari_desert_dl_crossing_both_inactive);
}
gSPSetGeometryMode(gDisplayListHead++, G_CULL_BACK);
}
}
}
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