static void aMIK_actor_draw(ACTOR* actor, GAME* game){ MIKUJI_ACTOR* mikuji = (MIKUJI_ACTOR*)actor; Mtx* cur; GRAPH* graph = game->graph; u16* pal; Gfx* gfx; OPEN_DISP(graph); pal = Common_Get(clip.structure_clip)->get_pal_segment_proc(aSTR_PAL_MIKUJI); cur = _Matrix_to_Mtx_new(graph); if(cur != NULL){ _texture_z_light_fog_prim_npc(graph); gfx = NOW_POLY_OPA_DISP; gSPMatrix(gfx++, cur, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(gfx++, obj_e_mikuji_model); SET_POLY_OPA_DISP(gfx); Common_Get(clip.bg_item_clip)->draw_shadow_proc(game, &aMIK_shadow_data, 0); } CLOSE_DISP(graph); }