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