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authorPrakxo <87568477+Prakxo@users.noreply.github.com>2024-02-09 17:55:22 +0100
committerGitHub <noreply@github.com>2024-02-09 09:55:22 -0700
commit4a679da4895cf66b68dd90a601a4c0c9e41e5409 (patch)
tree65dba5a6079692096fdd9dd78ac0793e7a42f38f /src/code/m_actor.c
parentbebacf3ba88c75c66f60ffc6f48371430607338e (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.c20
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);