6#define SPR_PLAYER_COLOR_VARIATIONS 6
7#define SPR_PEACH_BTL_PAL_STRIDE 4
SpriteAnimComponent ** animListStart[VLA]
PlayerSpriteSet spr_playerSpriteSets[7]
IMG_PTR spr_get_player_raster(s32 rasterIndex, s32 playerSpriteID)
s32 rasterSize
Maximum raster size.
s32 spr_draw_npc_sprite(s32 spriteInstanceID, s32 yaw, s32 arg2, PAL_PTR *paletteList, Matrix4f mtx)
void spr_get_player_raster_info(SpriteRasterInfo *out, s32 playerSpriteID, s32 rasterIndex)
SpriteAnimData * spriteData
s32 initiallyLoaded
Flags saying which rasters to load into the cache in spr_init_sprites(), with each bit corresponding ...
void spr_render_init(void)
s32 spr_update_sprite(s32 spriteInstanceID, s32 animID, f32 timeScale)
void spr_update_player_raster_cache(void)
s32 spr_free_sprite(s32 spriteInstanceID)
s32 properties
AABBCCCC : AA = unused?, BB = parent, CCCC = notify value.
s32 spr_get_npc_color_variations(s32 npcSpriteID)
void create_shading_palette(Matrix4f mtx, s32 uls, s32 ult, s32 lrs, s32 lrt, s32 alpha, s32)
SpriteAnimData * spr_load_sprite(s32 idx, s32 arg1, s32 arg2)
s32 spr_draw_player_sprite(s32 spriteInstanceID, s32 yaw, s32 arg2, PAL_PTR *paletteList, Matrix4f mtx)
SpriteRasterCacheEntry ** rastersOffset
s32 get_npc_comp_imgfx_idx(s32, s32)
s32 spr_get_npc_raster_info(SpriteRasterInfo *out, s32 npcSpriteID, s32 rasterIndex)
s32 spr_get_notify_value(s32 arg0)
void set_npc_imgfx_comp(s32, s32, ImgFXType, s32, s32, s32, s32, s32)
s32 spr_update_player_sprite(s32 arg0, s32 arg1, f32 timescale)
void set_player_imgfx_all(s32, ImgFXType, s32, s32, s32, s32, s32)
SpriteComponent ** componentList
@ DRAW_SPRITE_OVERRIDE_YAW
@ DRAW_SPRITE_OVERRIDE_ALPHA
@ DRAW_SPRITE_OVERRIDE_PALETTES
@ DRAW_SPRITE_UPSIDE_DOWN
@ DRAW_SPRITE_USE_PLAYER_RASTERS
s32 cacheSize
Number of cache entries.
void spr_init_sprites(s32 playerSpriteSet)
PAL_PTR * spr_get_npc_palettes(s32 npcSpriteID)
s32 spr_get_comp_position(s32 spriteIdx, s32 compListIdx, s32 *outX, s32 *outY, s32 *outZ)
f32 spr_animUpdateTimeScale
s32 spr_load_npc_sprite(s32 animID, u32 *extraAnimList)
void set_player_imgfx_comp(s32, s32, ImgFXType, s32, s32, s32, s32, s32)
SpriteComponent ** componentList
PAL_PTR * spr_get_player_palettes(s32 spriteIndex)
s32 func_802DDEC4(s32 arg0)
void set_npc_imgfx_all(s32 arg0, ImgFXType arg1, s32 arg2, s32 arg3, s32 arg4, s32 arg5, s32 arg6)
@ SPRITE_ID_TAIL_ALLOCATE