extern Gfx obj_e_tukimi_l_endai_model[]; extern Gfx obj_e_tukimi_r_endai_model[]; static int aTUK_actor_draw_before(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint_idx, Gfx** joint_shape, u8* joint_flags, void* arg, s_xyz* joint_rot, xyz_t* joint_pos) { if (joint_idx == 7) { *joint_shape = NULL; } return TRUE; } static int aTUK_actor_draw_after(GAME* game,cKF_SkeletonInfo_R_c* info, int idx, Gfx** gfxp, u8* dispbuf, void* actor, s_xyz* rotation, xyz_t* translation) { static Gfx* mdl[] = { obj_e_tukimi_l_endai_model, obj_e_tukimi_r_endai_model }; STRUCTURE_ACTOR* tukimi; GRAPH* graph; Mtx* mtx; u16* pal; Gfx* gfx; tukimi = (STRUCTURE_ACTOR*)actor; graph = game->graph; if (idx == 7) { mtx = _Matrix_to_Mtx_new(graph); if (mtx != NULL) { pal = (*Common_Get(clip).structure_clip->get_pal_segment_proc)(tukimi->structure_pal); _texture_z_light_fog_prim_shadow(graph); OPEN_DISP(graph); gfx = NOW_SHADOW_DISP; gSPSegment(gfx++, G_MWO_SEGMENT_8, pal); gSPMatrix(gfx++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(gfx++, mdl[tukimi->arg0]); SET_SHADOW_DISP(gfx); CLOSE_DISP(graph); } } return TRUE; } static void aTUK_actor_draw(ACTOR* actor, GAME* game) { static bIT_ShadowData_c* shadow_data[2] = { &aTUK_shadow_data_l, &aTUK_shadow_data_r }; GRAPH* graph; cKF_SkeletonInfo_R_c* keyframe; STRUCTURE_ACTOR* tukimi; Gfx* gfx; u16* pal; Mtx* mtx; graph = game->graph; tukimi = (STRUCTURE_ACTOR*)actor; keyframe = &tukimi->keyframe; mtx = GRAPH_ALLOC_TYPE(graph, Mtx, keyframe->skeleton->num_shown_joints); if (mtx != NULL) { pal = Common_Get(clip.structure_clip)->get_pal_segment_proc(tukimi->structure_pal); OPEN_DISP(graph); _texture_z_light_fog_prim_npc(graph); gfx = NOW_POLY_OPA_DISP; gSPSegment(gfx++, G_MWO_SEGMENT_8, pal); SET_POLY_OPA_DISP(gfx); cKF_Si3_draw_R_SV(game, keyframe, mtx, aTUK_actor_draw_before, aTUK_actor_draw_after, actor); (*Common_Get(clip).bg_item_clip->draw_shadow_proc)(game, shadow_data[tukimi->arg0], FALSE); CLOSE_DISP(graph); } }