#ifndef M_ACTOR_SHADOW_H #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); #endif