154 if ((dist == 0.0f) && (
lightSource->falloff == 0.0f)) {
283 s32 ambientPower, s32 renderMode)
310 if (((-mtx[0][2] *
camera->mtxPerspective[0][2]) + (mtx[2][2] *
camera->mtxPerspective[2][2])) < 0.0f) {
409 ((
ult + 0x100) << 2) + (s32)offsetY,
411 ((
lrt + 0x100 - 1) << 2) + (s32)offsetY
BSS s32 PopupMenu_SelectedIndex
SpriteShadingLightSource sources[7]
@ LIGHT_SOURCE_QUADRATIC_FALLOFF
@ LIGHT_SOURCE_LINEAR_FALLOFF
BSS SpriteShadingProfile wSpriteShadingProfileAux
BSS SpriteShadingProfile wSpriteShadingProfile
void clear_sprite_shading_data(void)
BSS SpriteShadingProfile bSpriteShadingProfile
SpriteShadingProfile * gSpriteShadingProfile
SpriteShadingProfile * gAuxSpriteShadingProfile
void appendGfx_shading_palette(Matrix4f mtx, s32 uls, s32 ult, s32 lrs, s32 lrt, s32 alpha, f32 shadowX, f32 shadowY, f32 shadowZ, s32 shadowR, s32 shadowG, s32 shadowB, s32 highlightR, s32 highlightG, s32 highlightB, s32 ambientPower, s32 otherModeLBits)
BSS PAL_BIN SpriteShadingPalette[16]
void sprite_shading_set_light_source(u32 idx, s8 flags, f32 x, f32 y, f32 z, u8 r, u8 g, u8 b, f32 falloff, s8 arg9)
void func_801491E4(Matrix4f mtx, s32 arg1, s32 arg2, s32 arg3, s32 arg4, s32 alpha)
BSS SpriteShadingProfile bSpriteShadingProfileAux
void create_shading_palette(Matrix4f mtx, s32 uls, s32 ult, s32 lrs, s32 lrt, s32 alpha, s32 otherModeLBits)
void init_sprite_shading_data(void)
GameStatus * gGameStatusPtr