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36 lines
1.8 KiB
C
36 lines
1.8 KiB
C
#ifndef M_ACTOR_SHADOW_H
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#define M_ACTOR_SHADOW_H
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#include "types.h"
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#include "m_actor.h"
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int mActorShadow_OperateScrollLimit(int, int, int);
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Gfx* mActorShadow_TileScroll2(u32 *, u32 *, int, int, int, int, int, int, u32 *, u32 *, int, int, int, int, int, int, GAME *);
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void mActorShadow_AdjustRate(f32 *);
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void mActorShadow_GetTimeAngleY_TimeAlpha(Shadow_Info *, GAME_PLAY *);
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void mActorShadow_GetGroundAverageAngle(Shadow_Info *);
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void mActorShadow_GetDistanceRate(Shadow_Info *, f32);
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f32 mActorShadow_GetAbsBigger(f32, f32);
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void mActorShadow_RadiusScaleRate(ACTOR *, Shadow_Info *);
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void mActorShadow_GetShadowTopPos_GetSlideS(Shadow_Info *);
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Gfx* mActorShadow_SetTexScroll(ACTOR *, Shadow_Info *, GAME *);
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void mActorShadow_GetLastAlphaScale(f32 *, u8 *, ACTOR *, Shadow_Info *);
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void mActorShadow_DrawActorShadow(ACTOR *, Shadow_Info *, GAME_PLAY *, int, xyz_t, f32);
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void mActorShadow_GetShadowPosition(ACTOR *, xyz_t *);
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int mActorShadow_GetShadowKind(void);
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f32 mAc_GetShadowGroundY_NoneForce(const Shadow_Info *);
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f32 mAc_GetShadowGroundY_Force(const Shadow_Info *);
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void mAc_DecideShadowRadius_IamNotFish(Shadow_Info *, ACTOR *, f32 *);
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void mAc_DecideShadowRadius_IamFish(Shadow_Info *, ACTOR *, f32 *);
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void mAc_ActorShadowDraw_ShadowDrawFlagOff(ACTOR *, GAME_PLAY *, int, xyz_t, f32);
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void mAc_ActorShadowDraw_ShadowDrawFlagOn(ACTOR *, GAME_PLAY *, int, xyz_t, f32);
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void mAc_ActorShadowDraw(ACTOR *, GAME_PLAY *, int, xyz_t, f32);
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void mActorShadow_SetForceShadowPos(ACTOR *, xyz_t *);
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void mActorShadow_UnSetForceShadowPos(ACTOR *);
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void mAc_NormalActorShadow(ACTOR *, GAME_PLAY *, f32);
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void mAc_UnagiActorShadow(ACTOR *, GAME_PLAY *, xyz_t);
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void mAc_ActorShadowCircle(ACTOR *, LightsN *, GAME_PLAY *);
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void mAc_ActorShadowEllipse(ACTOR *, LightsN *, GAME_PLAY *);
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#endif
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