22#include "entity/vtx/shadow1.vtx.inc.c"
23#include "entity/vtx/shadow2.vtx.inc.c"
42 gsDPLoadTextureTile_4b(
D_802E9170,
G_IM_FMT_I, 16, 16, 0, 0, 15, 15, 0,
G_TX_MIRROR |
G_TX_WRAP,
G_TX_MIRROR |
G_TX_WRAP, 4, 4,
G_TX_NOLOD,
G_TX_NOLOD),
49 gsDPLoadTextureTile_4b(
D_802E91F0,
G_IM_FMT_I, 16, 16, 0, 0, 15, 15, 0,
G_TX_MIRROR |
G_TX_WRAP,
G_TX_MIRROR |
G_TX_WRAP, 4, 4,
G_TX_NOLOD,
G_TX_NOLOD),
109 .animModelNode =
NULL,
112 .aabbSize = { 25, 10, 25 }
118 .animModelNode =
NULL,
121 .aabbSize = { 25, 10, 25 }
127 .animModelNode =
NULL,
130 .aabbSize = { 25, 10, 25 }
BSS s32 PopupMenu_SelectedIndex
EntityModelScript Entity_RenderNone_Script
EntityModelScript Entity_SquareShadow_Render
Gfx Entity_RenderCircularShadow[]
void entity_Shadow_init(Shadow *shadow)
s32 entity_can_collide_with_jumping_player(Entity *entity)
Gfx Entity_RenderSquareShadow[]
ShadowBlueprint SquareShadow
ShadowBlueprint CircularShadowB
Gfx Entity_Shadow_LoadTexSquare[]
Gfx Entity_Shadow_LoadTexCircle[]
EntityModelScript Entity_CircularShadowA_Render
ShadowBlueprint CircularShadowA
Gfx Entity_Shadow_GfxCommon[]
EntityModelScript Entity_CircularShadowB_Render
#define ems_SetRenderMode(mode)
#define ems_SetFlags(flags)
#define ems_Draw(dlist, holdTime)
@ ENTITY_MODEL_FLAG_FOG_DISABLED
@ ENTITY_COLLISION_PLAYER_TOUCH_CEILING
@ ENTITY_FLAG_DISABLE_COLLISION
#define INCLUDE_IMG(FILENAME, SYMBOLNAME)
PlayerStatus gPlayerStatus