diff options
Diffstat (limited to 'include/m_actor_shadow.h')
| -rw-r--r-- | include/m_actor_shadow.h | 73 |
1 files changed, 46 insertions, 27 deletions
diff --git a/include/m_actor_shadow.h b/include/m_actor_shadow.h index 14eac8d..2b81471 100644 --- a/include/m_actor_shadow.h +++ b/include/m_actor_shadow.h @@ -2,33 +2,52 @@ #define M_ACTOR_SHADOW_H #include "ultra64.h" +#include "m_lib.h" + +typedef struct ShadowInfo{ + /* 0x00 */ xyz_t position; + /* 0x0C */ f32 groundY; + /* 0x10 */ f32 unk10; + /* 0x14 */ f32 unk14; + /* 0x18 */ f32 unk18; + /* 0x1C */ f32 unk1C; + /* 0x20 */ s16 unk20; + /* 0x22 */ s16 unk22; + /* 0x24 */ s16 unk24; + /* 0x26 */ s16 unk26; + /* 0x28 */ char pad28[0xC]; + /* 0x34 */ s32 unk34; + /* 0x38 */ s32 kind; +}ShadowInfo; + + +s32 mActorShadow_OperateScrollLimit(s32 value, s32 step, s32 limit); +Gfx* mActorShadow_TileScroll2(u32* x1, u32* y1, s32 step1, s32 step2, s32 limit1, s32 limit2, s32 width1, s32 height1, u32* x2, u32* y2, s32 step3, s32 step4, s32 limit3, s32 limit4, s32 width2, s32 height2, Game* game); +void mActorShadow_AdjustRate(f32* rate); +void mActorShadow_GetTimeAngleY_TimeAlpha(ShadowInfo* shadow, Game_Play* play); +void mActorShadow_GetGroundAverageAngle(ShadowInfo* shadow); +void mActorShadow_GetDistanceRate(ShadowInfo* shadow, f32 rate); +f32 mActorShadow_GetAbsBigger(f32 a, f32 b); +void mActorShadow_RadiusScaleRate(Actor* actor, ShadowInfo* shadow); +void mActorShadow_GetShadowTopPos_GetSlideS(ShadowInfo* shadow); +Gfx* mActorShadow_SetTexScroll(Actor* actor, ShadowInfo* shadow, Game* game); +void mActorShadow_GetLastAlphaScale(f32* scale, u8* alpha, Actor* actor, ShadowInfo* shadow); +void mActorShadow_DrawActorShadow(Actor* actor, ShadowInfo* shadow, Game* game, f32 rad, s32 id, xyz_t ofs); +void mActorShadow_GetShadowPosition(Actor* actor, xyz_t* position); +s32 mActorShadow_GetShadowKind(void); +f32 mAc_GetShadowGroundY_NoneForce(ShadowInfo* shadow); +f32 mAc_GetShadowGroundY_Force(ShadowInfo* shadow); +void mAc_DecideShadowRadius_IamNotFish(ShadowInfo* shadow, Actor* actor, f32* radius); +void mAc_DecideShadowRadius_IamFish(ShadowInfo* shadow, Actor* actor, f32* radius); +void mAc_ActorShadowDraw_ShadowDrawFlagOff(Actor* actor, Game_Play* play, s32 arg2, xyz_t arg3, f32 arg6); +void mAc_ActorShadowDraw_ShadowDrawFlagOn(Actor* actor, Game_Play* play, s32 proc, xyz_t pos, f32 rate); +void mAc_ActorShadowDraw(Actor* actor, Game_Play* play, s32 arg2, xyz_t arg3, f32 arg6); +void mActorShadow_SetForceShadowPos(Actor* actor, xyz_t* pos); +void mActorShadow_UnSetForceShadowPos(Actor* actor); +void mAc_NormalActorShadow(Actor* actor, Game_Play* play, f32 rad); +void mAc_UnagiActorShadow(Actor* actor, Game_Play* play, xyz_t pos); +void mAc_ActorShadowCircle(Actor* actor, LightsN* lights, Game_Play* play); +void mAc_ActorShadowEllipse(Actor* actor, LightsN* lights, Game_Play* play); -// void mActorShadow_OperateScrollLimit(); -// void mActorShadow_TileScroll2(); -// void mActorShadow_AdjustRate(); -// void mActorShadow_GetTimeAngleY_TimeAlpha(); -// void mActorShadow_GetGroundAverageAngle(); -// void mActorShadow_GetDistanceRate(); -// void mActorShadow_GetAbsBigger(); -// void mActorShadow_RadiusScaleRate(); -// void mActorShadow_GetShadowTopPos_GetSlideS(); -// void mActorShadow_SetTexScroll(); -// void mActorShadow_GetLastAlphaScale(); -// void mActorShadow_DrawActorShadow(); -// void mActorShadow_GetShadowPosition(); -// void mActorShadow_GetShadowKind(); -// void mAc_GetShadowGroundY_NoneForce(); -// void mAc_GetShadowGroundY_Force(); -// void mAc_DecideShadowRadius_IamNotFish(); -// void mAc_DecideShadowRadius_IamFish(); -// void mAc_ActorShadowDraw_ShadowDrawFlagOff(); -// void mAc_ActorShadowDraw_ShadowDrawFlagOn(); -// void mAc_ActorShadowDraw(); -// void mActorShadow_SetForceShadowPos(); -// void mActorShadow_UnSetForceShadowPos(); -// void mAc_NormalActorShadow(); -// void mAc_UnagiActorShadow(); -// void mAc_ActorShadowCircle(); -// void mAc_ActorShadowEllipse(); #endif |
