summaryrefslogtreecommitdiff
path: root/include/m_actor_shadow.h
blob: 2b81471d4d82fe2b3156d5c1ecb7ee52cc2dd6d6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
#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