summaryrefslogtreecommitdiff
path: root/include/m_actor_shadow.h
diff options
context:
space:
mode:
Diffstat (limited to 'include/m_actor_shadow.h')
-rw-r--r--include/m_actor_shadow.h73
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