fix some actor shadow textures not updating (#758)

This commit is contained in:
Archez
2024-09-08 18:45:54 -04:00
committed by GitHub
parent 466a716222
commit 6ff3be97de
6 changed files with 11 additions and 0 deletions
+2
View File
@@ -1009,6 +1009,8 @@ void SubS_DrawShadowTex(Actor* actor, GameState* gameState, u8* tex) {
OPEN_DISPS(gfxCtx);
gSPInvalidateTexCache(POLY_OPA_DISP++, tex);
Gfx_SetupDL25_Opa(gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, 100);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
@@ -3108,6 +3108,8 @@ void Boss01_DrawShadowTex(u8* tex, Boss01* this, PlayState* play) {
OPEN_DISPS(gfxCtx);
gSPInvalidateTexCache(POLY_OPA_DISP++, tex);
Gfx_SetupDL25_Opa(play->state.gfxCtx);
alpha = (400.0f - this->actor.world.pos.y) * (1.0f / 400.0f);
@@ -2935,6 +2935,8 @@ void Boss07_Wrath_DrawShadowTex(u8* shadowTex, Boss07* this, PlayState* play) {
OPEN_DISPS(gfxCtx);
gSPInvalidateTexCache(POLY_OPA_DISP++, shadowTex);
Gfx_SetupDL25_Opa(play->state.gfxCtx);
phi_f0 = (400.0f - this->actor.world.pos.y) * 0.0025f;
phi_f0 = CLAMP_MIN(phi_f0, 0.0f);
@@ -3066,6 +3066,8 @@ void BossHakugin_DrawShadowTex(u8* tex, BossHakugin* this, PlayState* play) {
OPEN_DISPS(gfxCtx);
gSPInvalidateTexCache(POLY_OPA_DISP++, tex);
Gfx_SetupDL25_Opa(play->state.gfxCtx);
alpha = (400.0f - this->actor.world.pos.y) * (1.0f / 400.0f);
@@ -1043,6 +1043,7 @@ void EnKanban_Draw(Actor* thisx, PlayState* play) {
}
}
gSPInvalidateTexCache(POLY_XLU_DISP++, shadowTex);
gSPSegment(POLY_XLU_DISP++, 0x08, Lib_SegmentedToVirtual(shadowTex));
gSPDisplayList(POLY_XLU_DISP++, gEnKanban_D_80957DE0);
}
@@ -324,6 +324,8 @@ void func_80947668(u8* shadowTexture, Player* player, PlayState* play) {
OPEN_DISPS(gfxCtx);
gSPInvalidateTexCache(POLY_XLU_DISP++, shadowTexture);
Gfx_SetupDL44_Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x00, 0, 0, 0, (BREG(52) + 50));