SpriteIDFields
enum SpriteIDFields source
DrawSpriteOptions
enum DrawSpriteOptions source
PLAYER_SPRITE_MAIN
PLAYER_SPRITE_AUX1
PLAYER_SPRITE_AUX2
SPRITE_MODE_PLAYER
SPRITE_MODE_NPC
SpriteComponent
struct SpriteComponent source
PlayerCurrentAnimInfo
struct PlayerCurrentAnimInfo source
SpriteAnimComponent
struct SpriteAnimComponent source
SpriteRasterCacheEntry
struct SpriteRasterCacheEntry source
Fields
image: u8*
width: u8
height: u8
palette: s8
quadCacheIndex: s8
SpriteAnimData
struct SpriteAnimData source
Sprite data header.
Fields
rastersOffset: SpriteRasterCacheEntry**
palettesOffset: u16**
maxComponents: s32
colorVariations: s32
animListStart: SpriteAnimComponent** [];
SpriteInstance
struct SpriteInstance source
Fields
spriteIndex: s32
componentList: SpriteComponent**
spriteData: SpriteAnimData*
curAnimID: s32
notifyValue: s32
PlayerRastersHeader
struct PlayerRastersHeader source
Fields
indexRanges: s32
loadDescriptors: s32
imageData: s32
PlayerSpriteSet
struct PlayerSpriteSet source
Fields
cacheSize: s32Number of cache entries.
rasterSize: s32Maximum raster size.
initiallyLoaded: s32Flags saying which rasters to load into the cache in spr_init_sprites(), with each bit corresponding to the Nth raster (with LSB = raster 0).
PlayerSpriteCacheEntry
struct PlayerSpriteCacheEntry source
Fields
lazyDeleteTime: s32
rasterIndex: s32
spriteIndex: s32
raster: u8*
Quad
imgfx_init
void imgfx_init() source
spr_init_sprites
void spr_init_sprites(s32 playerSpriteSet) source
spr_render_init
void spr_render_init() source
spr_update_player_raster_cache
spr_update_player_sprite
s32 spr_update_player_sprite( s32 arg0, s32 arg1, f32 timescale ) source
spr_draw_player_sprite
s32 spr_draw_player_sprite( s32 spriteInstanceID, s32 yaw, s32 arg2, u16** paletteList, Matrix4f mtx ) source
func_802DDEC4
s32 func_802DDEC4(s32 arg0) source
set_player_imgfx_comp
void set_player_imgfx_comp( s32 , s32 , ImgFXType , s32 , s32 , s32 , s32 , s32 ) source
set_player_imgfx_all
void set_player_imgfx_all( s32 , ImgFXType , s32 , s32 , s32 , s32 , s32 ) source
spr_get_player_raster
u8* spr_get_player_raster( s32 rasterIndex, s32 playerSpriteID ) source
spr_get_player_raster_info
void spr_get_player_raster_info( SpriteRasterInfo* out, s32 playerSpriteID, s32 rasterIndex ) source
spr_get_player_palettes
u16** spr_get_player_palettes(s32 spriteIndex) source
spr_load_npc_sprite
s32 spr_load_npc_sprite(s32 animID, u32* extraAnimList) source
Set MSB of animID for tail allocation (i.e. 0x80XXYYZZ).