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Super Mario 64 Source
A Super Mario 64 decompilation, brought to you by a bunch of clever folks.
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Go to the source code of this file.
Enumerations | |
enum | ShadowType { SHADOW_CIRCLE_9_VERTS = 0, SHADOW_CIRCLE_4_VERTS = 1, SHADOW_CIRCLE_4_VERTS_FLAT_UNUSED = 2, SHADOW_SQUARE_PERMANENT = 10, SHADOW_SQUARE_SCALABLE = 11, SHADOW_SQUARE_TOGGLABLE = 12, SHADOW_RECTANGLE_HARDCODED_OFFSET = 50, SHADOW_CIRCLE_PLAYER = 99 } |
Shadow types. More... | |
Functions | |
Gfx * | create_shadow_below_xyz (f32 xPos, f32 yPos, f32 zPos, s16 shadowScale, u8 shadowSolidity, s8 shadowType) |
Given the (x, y, z) location of an object, create a shadow below that object with the given initial solidity and "shadowType" (described above). More... | |
Variables | |
s8 | sMarioOnFlyingCarpet |
Flag for if Mario is on a flying carpet. More... | |
s16 | sSurfaceTypeBelowShadow |
The surface type below the current shadow. More... | |
s8 | gShadowAboveWaterOrLava |
Flag for if the current shadow is above water or lava. More... | |
s8 | gMarioOnIceOrCarpet |
Flag for if Mario is on ice or a flying carpet. More... | |
enum ShadowType |
Shadow types.
Shadows are circles, squares, or hardcoded rectangles, and can be composed of either 4 or 9 vertices.
Gfx* create_shadow_below_xyz | ( | f32 | xPos, |
f32 | yPos, | ||
f32 | zPos, | ||
s16 | shadowScale, | ||
u8 | shadowSolidity, | ||
s8 | shadowType | ||
) |
Given the (x, y, z) location of an object, create a shadow below that object with the given initial solidity and "shadowType" (described above).
Given the (x, y, z) location of an object, create a shadow below that object with the given initial solidity and "shadowType" (described above).
Return a pointer to the display list representing the shadow.
s8 gMarioOnIceOrCarpet |
Flag for if Mario is on ice or a flying carpet.
s8 gShadowAboveWaterOrLava |
Flag for if the current shadow is above water or lava.
s8 sMarioOnFlyingCarpet |
Flag for if Mario is on a flying carpet.
s16 sSurfaceTypeBelowShadow |
The surface type below the current shadow.