gActorSetupDls (#2802)

* gActorSetupXluDL

* gActorSetupOpaDL

* ACTOR_SETUP_OPA_DL

* BSS

* Some more usages of ACTOR_SETUP_OPA_DL

* docs

---------

Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
This commit is contained in:
Derek Hensley
2026-08-31 08:55:26 -07:00
committed by GitHub
parent e5daae2850
commit aceaa1325d
32 changed files with 92 additions and 73 deletions
+21 -1
View File
@@ -602,7 +602,27 @@ typedef struct NpcInteractInfo {
#define TRANSITION_ACTOR_PARAMS_INDEX_SHIFT 10
#define GET_TRANSITION_ACTOR_INDEX(actor) PARAMS_GET_NOMASK((u16)(actor)->params, 10)
extern Gfx D_80116280[];
/**
* A display list setting up for translucent drawing when a fading actor is partially faded,
* overriding the opaque render mode from the calling display list.
* Typically this DL is assigned to a segment that is called by the display lists from the assets.
* @see ACTOR_SETUP_OPA_DL
*/
extern Gfx gActorSetupXluDL[];
/**
* Unused.
* @see ACTOR_SETUP_OPA_DL
*/
extern Gfx gActorSetupOpaDL[];
/**
* A no-op display list to use when a fading actor is fully opaque,
* retaining the opaque render mode from the calling display list.
* Typically this DL is assigned to a segment that is called by the display lists from the assets.
* @see gActorSetupXluDL
*/
#define ACTOR_SETUP_OPA_DL &gActorSetupXluDL[2]
void ActorShape_Init(ActorShape* shape, f32 yOffset, ActorShadowFunc shadowDraw, f32 shadowScale);
void ActorShadow_DrawCircle(Actor* actor, struct Lights* lights, struct PlayState* play);