diff options
| author | Prakxo <87568477+Prakxo@users.noreply.github.com> | 2024-02-09 17:55:22 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-02-09 09:55:22 -0700 |
| commit | 4a679da4895cf66b68dd90a601a4c0c9e41e5409 (patch) | |
| tree | 65dba5a6079692096fdd9dd78ac0793e7a42f38f /src/code/m_actor.c | |
| parent | bebacf3ba88c75c66f60ffc6f48371430607338e (diff) | |
m_actor_shadow OK (#142)
* werk
* more werk
* m_actor_shadow OK
* format
* protos fix
* jenkins happy
Diffstat (limited to 'src/code/m_actor.c')
| -rw-r--r-- | src/code/m_actor.c | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/src/code/m_actor.c b/src/code/m_actor.c index ea4ee9c..688230c 100644 --- a/src/code/m_actor.c +++ b/src/code/m_actor.c @@ -116,14 +116,14 @@ s32 Actor_data_bank_dma_end_check(Actor* actor, Game_Play* game_play) { void Shape_Info_init(Actor* actor, f32 arg1, Shape_Info_unk_0C arg2, f32 arg3, f32 arg4) { actor->shape.unk_08 = arg1; actor->shape.unk_0C = arg2; - actor->shape.unk_10 = arg3; - actor->shape.unk_14 = arg4; - actor->shape.unk_2C = 1; + actor->shape.shadowSizeX = arg3; + actor->shape.shadowSizeZ = arg4; + actor->shape.drawShadow = TRUE; actor->shape.unk_20 = 0; - actor->shape.unk_18 = 1.0f; - actor->shape.unk_1C = 1.0f; - actor->shape.unk_2E = 0; - actor->shape.unk_24 = &actor->world.pos; + actor->shape.shadowSizeRate = 1.0f; + actor->shape.shadowAlphaRate = 1.0f; + actor->shape.forceShadow = FALSE; + actor->shape.shadowPosition = &actor->world.pos; actor->shape.unk_28 = -1; actor->shape.unk_2D = 0; } @@ -181,8 +181,8 @@ void Actor_ct(Actor* actor, Game_Play* game_play) { actor->uncullZoneScale = 350.0f; actor->uncullZoneDownward = 700.0f; - actor->shape.unk_18 = 1.0f; - actor->shape.unk_1C = 1.0f; + actor->shape.shadowSizeRate = 1.0f; + actor->shape.shadowAlphaRate = 1.0f; actor->unk_13C = 1000.0f; actor->unk_140 = 350.0f; @@ -277,7 +277,7 @@ void Actor_draw(Game_Play* game_play, Actor* actor) { gSPSegment(POLY_OPA_DISP++, 0x06, segment); gSPSegment(POLY_XLU_DISP++, 0x06, segment); - gSPSegment(UNK_2C0_DISP++, 0x06, segment); + gSPSegment(SHADOW_DISP++, 0x06, segment); } actor->draw(actor, game_play); |
