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Decompilation of Paper Mario
 
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actor_rendering.c File Reference

Macros

#define LERP_COMPONENT(a, b, alpha)   ((a) * (255 - (alpha)) + (b) * (alpha)) / 255;
 
#define PAL_ANIM_END   0xFF
 

Enumerations

enum  StandardPalettes { STANDARD_PAL_POISON = 1 , STANDARD_PAL_DIZZY = 2 , STANDARD_PAL_STATIC = 3 }
 
enum  PalSwapState { PAL_SWAP_HOLD_A = 0 , PAL_SWAP_A_TO_B = 1 , PAL_SWAP_HOLD_B = 2 , PAL_SWAP_B_TO_A = 3 }
 
enum  { STATIC_DEFAULT = 0 , STATIC_BRIGHT = 1 , STATIC_DARK = 2 }
 
enum  { WATT_DEFAULT = 0 , WATT_BRIGHTEST = 1 , WATT_BRIGHTER = 2 }
 

Functions

void update_player_actor_shadow (void)
 
void appendGfx_npc_actor (s32 isPartner, s32 actorIndex)
 
void create_status_chill_out (s32 iconID)
 
void enable_status_static (s32 iconID)
 
void enable_status_chill_out (s32 iconID)
 
void enable_status_debuff (s16)
 
void enable_status_transparent (s16)
 
void enable_status_icon_boost_jump (s32 iconID)
 
void enable_status_icon_boost_hammer (s32 iconID)
 
s32 get_npc_anim_for_status (u32 *, s32)
 
void set_actor_pal_adjustment (Actor *actor, s32 arg1)
 
void create_status_icon_boost_hammer (s32 iconID)
 
void create_status_icon_boost_jump (s32 iconID)
 
void create_status_icon_peril (s32 iconID)
 
void create_status_icon_danger (s32 iconID)
 
void set_status_icons_offset (s32 iconID, s32 offsetY, s32 arg2)
 
void set_status_icons_properties (s32 iconID, f32 x, f32 y, f32 z, s32 arg, s32 arg2, s32 radius, s32 offsetY)
 
void appendGfx_npc_actor_reflection (s32, Actor *)
 
void make_flash_palettes (ActorPart *)
 
void func_unkA_draw_npc (ActorPart *, s32, Matrix4f)
 
void func_unkB_draw_npc (ActorPart *, s32, Matrix4f)
 
void func_unkA_draw_player (ActorPart *, s32, Matrix4f)
 
void func_unkB_draw_player (ActorPart *, s32, Matrix4f)
 
void part_glow_on (b32 arg0, ActorPart *part, s32 yaw, b32 arg3)
 
void part_flash_on (b32 arg0, ActorPart *part, s32 yaw, b32 arg3)
 
void add_part_decor_none (ActorPart *, s32)
 
void add_part_decor_golden_flames (ActorPart *, s32)
 
void add_part_decor_sweat (ActorPart *, s32)
 
void add_part_decor_seeing_stars (ActorPart *, s32)
 
void add_part_decor_red_flames (ActorPart *, s32)
 
void add_part_decor_smoky_trail (ActorPart *, s32)
 
void add_part_decor_fiery_trail (ActorPart *, s32)
 
void add_part_decor_whirlwind (ActorPart *, s32)
 
void add_part_decor_steam (ActorPart *, s32)
 
void add_part_decor_sparkles (ActorPart *, s32)
 
void add_part_decor_bowser_aura (ActorPart *, s32)
 
void add_part_decor_radiating_stars (ActorPart *, s32)
 
void render_without_adjusted_palettes (b32 arg0, ActorPart *part, s32 yaw, Matrix4f mtx, b32 skipAnimation)
 
void render_with_sleep_palettes (b32 arg0, ActorPart *part, s32 yaw, Matrix4f mtx, b32 skipAnimation)
 
void render_with_static_palettes (b32 arg0, ActorPart *part, s32 yaw, Matrix4f mtx, b32 skipAnimation)
 
void render_with_fear_palettes (b32 arg0, ActorPart *part, s32 yaw, Matrix4f mtx, b32 skipAnimation)
 
void render_with_poison_palettes (b32 arg0, ActorPart *part, s32 yaw, Matrix4f mtx, b32 skipAnimation)
 
void render_with_paralyze_palettes (b32 arg0, ActorPart *part, s32 yaw, Matrix4f mtx, b32 skipAnimation)
 
void render_with_berserk_palettes (b32 arg0, ActorPart *part, s32 yaw, Matrix4f mtx, b32 skipAnimation)
 
void render_with_watt_idle_palettes (b32 arg0, ActorPart *part, s32 yaw, Matrix4f mtx, b32 skipAnimation)
 
void render_with_watt_attack_palettes (b32 arg0, ActorPart *part, s32 yaw, Matrix4f mtx, b32 skipAnimation)
 
void render_with_player_debuff_palettes (b32 arg0, ActorPart *part, s32 yaw, Matrix4f mtx, b32 skipAnimation, s32 isPoison)
 
void render_with_pal_blending (b32 arg0, ActorPart *part, s32 yaw, s32 arg3, Matrix4f mtx, s32 skipAnimation)
 
void render_with_palset_blending (b32 arg0, ActorPart *part, s32 yaw, Matrix4f mtx, b32 skipAnimation)
 
s32 update_part_glow (b32 isNpcSprite, ActorPart *part, s32 yaw, b32 isReflection)
 
s32 update_part_flash (b32 isNpcSprite, ActorPart *part, s32 yaw, b32 isReflection)
 
s32 get_player_anim_for_status (s32 animID)
 
void clear_part_flash_mode (ActorPart *part)
 
s32 get_flash_damage_intensity (ActorPart *part)
 
void mtx_mirror_y (Matrix4f mtx)
 
void enable_actor_blur (Actor *actor)
 
void disable_actor_blur (Actor *actor)
 
void reset_actor_blur (Actor *actor)
 
void force_disable_actor_blur (Actor *actor)
 
void enable_partner_blur (void)
 
void disable_partner_blur (void)
 
void reset_partner_blur (void)
 
void force_disable_partner_blur (void)
 
void enable_player_blur (void)
 
void disable_player_blur (void)
 
void reset_player_blur (void)
 
void force_disable_player_blur (void)
 
void force_disable_player_blur_immediately (void)
 
void update_player_actor_blur_history (Actor *actor)
 
void appendGfx_player_actor_blur (Actor *actor)
 
void update_nonplayer_actor_blur_history (b32 isPartner, Actor *actor)
 
void appendGfx_nonplayer_actor_blur (b32 isPartner, Actor *actor)
 
void update_enemy_actor_blur_history (Actor *actor)
 
void appendGfx_enemy_actor_blur (void *data)
 
void update_partner_actor_blur_history (Actor *actor)
 
void appendGfx_partner_actor_blur (void *data)
 
void update_nonplayer_actor_shadow (b32 isPartner, Actor *actor)
 
void update_enemy_shadows (void)
 
void update_hero_shadows (void)
 
void func_80255FD8 (void)
 
void appendGfx_enemy_actor (void *data)
 
void appendGfx_partner_actor (void *data)
 
void appendGfx_enemy_actor_reflection (void *data)
 
void appendGfx_partner_actor_reflection (void *data)
 
void appendGfx_player_actor (void *arg0)
 
void appendGfx_player_actor_reflection (void *arg0)
 
s32 render_with_adjusted_palettes (b32 isNpcSprite, ActorPart *part, s32 yaw, Matrix4f mtx, b32 skipAnimation)
 
void part_glow_off (b32 isNpcSprite, ActorPart *part, s32 yaw, b32 isReflection)
 
void part_flash_off (b32 isNpcSprite, ActorPart *part, s32 yaw, b32 isReflection)
 
void _add_part_decoration (ActorPart *actorPart)
 
void _remove_part_decoration (ActorPart *part, s32 idx)
 
void remove_part_decor_none (ActorPart *part, s32 idx)
 
void remove_part_decor_golden_flames (ActorPart *part, s32 idx)
 
void remove_part_decor_sweat (ActorPart *part, s32 idx)
 
void remove_part_decor_seeing_stars (ActorPart *part, s32 idx)
 
void remove_part_decor_red_flames (ActorPart *part, s32 idx)
 
void remove_part_decor_smoky_trail (ActorPart *part, s32 idx)
 
void remove_part_decor_fiery_trail (ActorPart *part, s32 idx)
 
void remove_part_decor_whirlwind (ActorPart *part, s32 idx)
 
void remove_part_decor_steam (ActorPart *part, s32 idx)
 
void remove_part_decor_sparkles (ActorPart *part, s32 idx)
 
void remove_part_decor_bowser_aura (ActorPart *part, s32 idx)
 
void remove_part_decor_radiating_stars (ActorPart *part, s32 idx)
 

Variables

u8 StaticPalettesAnim []
 
s16 FearPaletteAnimXOffsets [] = { -2, 2, 0, 0, -2, 2, 0, 0, 0, 0, -2, 2, 0, 0, 0, 0, 0, 0, 0xFF }
 
s16 ParalyzePaletteAnimXOffsets [] = { -2, 2, 0, 0, -2, 2, 0, 0, 0, 0, -2, 2, 0, 0, 0, 0, 0, 0, 0xFF }
 
u8 bWattIdlePalettesAnim []
 
u8 WattAttackPalettesAnim []
 
s16 SparkleSpawnIntervals [] = { -1, 15, 10, 7, 5, 3, 2, 1 }
 

Macro Definition Documentation

◆ LERP_COMPONENT

#define LERP_COMPONENT ( a,
b,
alpha )   ((a) * (255 - (alpha)) + (b) * (alpha)) / 255;

◆ PAL_ANIM_END

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
STATIC_DEFAULT 
STATIC_BRIGHT 
STATIC_DARK 

◆ anonymous enum

anonymous enum
Enumerator
WATT_DEFAULT 
WATT_BRIGHTEST 
WATT_BRIGHTER 

◆ PalSwapState

Enumerator
PAL_SWAP_HOLD_A 
PAL_SWAP_A_TO_B 
PAL_SWAP_HOLD_B 
PAL_SWAP_B_TO_A 

◆ StandardPalettes

Enumerator
STANDARD_PAL_POISON 
STANDARD_PAL_DIZZY 
STANDARD_PAL_STATIC 

Function Documentation

◆ _add_part_decoration()

void _add_part_decoration ( ActorPart * actorPart)

◆ _remove_part_decoration()

void _remove_part_decoration ( ActorPart * part,
s32 idx )

◆ add_part_decor_bowser_aura()

void add_part_decor_bowser_aura ( ActorPart * part,
s32 idx )

Referenced by _add_part_decoration().

◆ add_part_decor_fiery_trail()

void add_part_decor_fiery_trail ( ActorPart * part,
s32 idx )

Referenced by _add_part_decoration().

◆ add_part_decor_golden_flames()

void add_part_decor_golden_flames ( ActorPart * part,
s32 idx )

Referenced by _add_part_decoration().

◆ add_part_decor_none()

void add_part_decor_none ( ActorPart * actorPart,
s32 i )

Referenced by _add_part_decoration().

◆ add_part_decor_radiating_stars()

void add_part_decor_radiating_stars ( ActorPart * part,
s32 idx )

Referenced by _add_part_decoration().

◆ add_part_decor_red_flames()

void add_part_decor_red_flames ( ActorPart * part,
s32 idx )

Referenced by _add_part_decoration().

◆ add_part_decor_seeing_stars()

void add_part_decor_seeing_stars ( ActorPart * part,
s32 idx )

Referenced by _add_part_decoration().

◆ add_part_decor_smoky_trail()

void add_part_decor_smoky_trail ( ActorPart * part,
s32 idx )

Referenced by _add_part_decoration().

◆ add_part_decor_sparkles()

void add_part_decor_sparkles ( ActorPart * part,
s32 idx )
Bug
this should be % 4

Referenced by _add_part_decoration().

◆ add_part_decor_steam()

void add_part_decor_steam ( ActorPart * part,
s32 idx )

Referenced by _add_part_decoration().

◆ add_part_decor_sweat()

void add_part_decor_sweat ( ActorPart * part,
s32 idx )

Referenced by _add_part_decoration().

◆ add_part_decor_whirlwind()

void add_part_decor_whirlwind ( ActorPart * part,
s32 idx )

Referenced by _add_part_decoration().

◆ appendGfx_enemy_actor()

void appendGfx_enemy_actor ( void * data)

Referenced by btl_render_actors().

◆ appendGfx_enemy_actor_blur()

void appendGfx_enemy_actor_blur ( void * data)

Referenced by btl_render_actors().

◆ appendGfx_enemy_actor_reflection()

void appendGfx_enemy_actor_reflection ( void * data)

Referenced by btl_render_actors().

◆ appendGfx_nonplayer_actor_blur()

void appendGfx_nonplayer_actor_blur ( b32 isPartner,
Actor * actor )

◆ appendGfx_npc_actor()

void appendGfx_npc_actor ( s32 isPartner,
s32 actorIndex )

◆ appendGfx_npc_actor_reflection()

void appendGfx_npc_actor_reflection ( s32 flipYaw,
Actor * actor )

◆ appendGfx_partner_actor()

void appendGfx_partner_actor ( void * data)

Referenced by btl_render_actors().

◆ appendGfx_partner_actor_blur()

void appendGfx_partner_actor_blur ( void * data)

Referenced by btl_render_actors().

◆ appendGfx_partner_actor_reflection()

void appendGfx_partner_actor_reflection ( void * data)

Referenced by btl_render_actors().

◆ appendGfx_player_actor()

void appendGfx_player_actor ( void * arg0)

Referenced by btl_render_actors().

◆ appendGfx_player_actor_blur()

void appendGfx_player_actor_blur ( Actor * actor)

Referenced by btl_render_actors().

◆ appendGfx_player_actor_reflection()

void appendGfx_player_actor_reflection ( void * arg0)

Referenced by btl_render_actors().

◆ clear_part_flash_mode()

void clear_part_flash_mode ( ActorPart * part)

Referenced by part_flash_on().

◆ create_status_chill_out()

void create_status_chill_out ( s32 iconID)

Referenced by appendGfx_npc_actor().

◆ create_status_icon_boost_hammer()

void create_status_icon_boost_hammer ( s32 iconID)

Referenced by appendGfx_player_actor().

◆ create_status_icon_boost_jump()

void create_status_icon_boost_jump ( s32 iconID)

Referenced by appendGfx_player_actor().

◆ create_status_icon_danger()

void create_status_icon_danger ( s32 iconID)

Referenced by appendGfx_player_actor().

◆ create_status_icon_peril()

void create_status_icon_peril ( s32 iconID)

Referenced by appendGfx_player_actor().

◆ disable_actor_blur()

void disable_actor_blur ( Actor * actor)

Referenced by disable_partner_blur().

◆ disable_partner_blur()

void disable_partner_blur ( void )

◆ disable_player_blur()

void disable_player_blur ( void )

◆ enable_actor_blur()

void enable_actor_blur ( Actor * actor)

Referenced by enable_partner_blur().

◆ enable_partner_blur()

void enable_partner_blur ( void )

◆ enable_player_blur()

void enable_player_blur ( void )

◆ enable_status_chill_out()

void enable_status_chill_out ( s32 iconID)

◆ enable_status_debuff()

void enable_status_debuff ( s16 )

◆ enable_status_icon_boost_hammer()

void enable_status_icon_boost_hammer ( s32 iconID)

Referenced by appendGfx_player_actor().

◆ enable_status_icon_boost_jump()

void enable_status_icon_boost_jump ( s32 iconID)

Referenced by appendGfx_player_actor().

◆ enable_status_static()

void enable_status_static ( s32 iconID)

◆ enable_status_transparent()

void enable_status_transparent ( s16 )

◆ force_disable_actor_blur()

void force_disable_actor_blur ( Actor * actor)

◆ force_disable_partner_blur()

void force_disable_partner_blur ( void )

◆ force_disable_player_blur()

void force_disable_player_blur ( void )

◆ force_disable_player_blur_immediately()

void force_disable_player_blur_immediately ( void )

◆ func_80255FD8()

void func_80255FD8 ( void )

Referenced by btl_render_actors().

◆ func_unkA_draw_npc()

void func_unkA_draw_npc ( ActorPart * part,
s32 yaw,
Matrix4f mtx )

◆ func_unkA_draw_player()

void func_unkA_draw_player ( ActorPart * part,
s32 yaw,
Matrix4f mtx )

◆ func_unkB_draw_npc()

◆ func_unkB_draw_player()

◆ get_flash_damage_intensity()

s32 get_flash_damage_intensity ( ActorPart * part)

Referenced by part_flash_on().

◆ get_npc_anim_for_status()

s32 get_npc_anim_for_status ( u32 * animations,
s32 statusKey )

◆ get_player_anim_for_status()

s32 get_player_anim_for_status ( s32 animID)

Referenced by appendGfx_player_actor().

◆ make_flash_palettes()

void make_flash_palettes ( ActorPart * part)

◆ mtx_mirror_y()

◆ part_flash_off()

void part_flash_off ( b32 isNpcSprite,
ActorPart * part,
s32 yaw,
b32 isReflection )

Referenced by update_part_flash().

◆ part_flash_on()

void part_flash_on ( b32 arg0,
ActorPart * part,
s32 yaw,
b32 arg3 )

Referenced by update_part_flash().

◆ part_glow_off()

void part_glow_off ( b32 isNpcSprite,
ActorPart * part,
s32 yaw,
b32 isReflection )

Referenced by update_part_glow().

◆ part_glow_on()

void part_glow_on ( b32 arg0,
ActorPart * part,
s32 yaw,
b32 arg3 )

Referenced by update_part_glow().

◆ remove_part_decor_bowser_aura()

void remove_part_decor_bowser_aura ( ActorPart * part,
s32 idx )

Referenced by _remove_part_decoration().

◆ remove_part_decor_fiery_trail()

void remove_part_decor_fiery_trail ( ActorPart * part,
s32 idx )

Referenced by _remove_part_decoration().

◆ remove_part_decor_golden_flames()

void remove_part_decor_golden_flames ( ActorPart * part,
s32 idx )

Referenced by _remove_part_decoration().

◆ remove_part_decor_none()

void remove_part_decor_none ( ActorPart * part,
s32 idx )

Referenced by _remove_part_decoration().

◆ remove_part_decor_radiating_stars()

void remove_part_decor_radiating_stars ( ActorPart * part,
s32 idx )

Referenced by _remove_part_decoration().

◆ remove_part_decor_red_flames()

void remove_part_decor_red_flames ( ActorPart * part,
s32 idx )

Referenced by _remove_part_decoration().

◆ remove_part_decor_seeing_stars()

void remove_part_decor_seeing_stars ( ActorPart * part,
s32 idx )

Referenced by _remove_part_decoration().

◆ remove_part_decor_smoky_trail()

void remove_part_decor_smoky_trail ( ActorPart * part,
s32 idx )

Referenced by _remove_part_decoration().

◆ remove_part_decor_sparkles()

void remove_part_decor_sparkles ( ActorPart * part,
s32 idx )

Referenced by _remove_part_decoration().

◆ remove_part_decor_steam()

void remove_part_decor_steam ( ActorPart * part,
s32 idx )

Referenced by _remove_part_decoration().

◆ remove_part_decor_sweat()

void remove_part_decor_sweat ( ActorPart * part,
s32 idx )

Referenced by _remove_part_decoration().

◆ remove_part_decor_whirlwind()

void remove_part_decor_whirlwind ( ActorPart * part,
s32 idx )

Referenced by _remove_part_decoration().

◆ render_with_adjusted_palettes()

s32 render_with_adjusted_palettes ( b32 isNpcSprite,
ActorPart * part,
s32 yaw,
Matrix4f mtx,
b32 skipAnimation )

◆ render_with_berserk_palettes()

void render_with_berserk_palettes ( b32 arg0,
ActorPart * part,
s32 yaw,
Matrix4f mtx,
b32 skipAnimation )

◆ render_with_fear_palettes()

void render_with_fear_palettes ( b32 arg0,
ActorPart * part,
s32 yaw,
Matrix4f mtx,
b32 skipAnimation )

◆ render_with_pal_blending()

void render_with_pal_blending ( b32 arg0,
ActorPart * part,
s32 yaw,
s32 arg3,
Matrix4f mtx,
s32 skipAnimation )

◆ render_with_palset_blending()

void render_with_palset_blending ( b32 arg0,
ActorPart * part,
s32 yaw,
Matrix4f mtx,
b32 skipAnimation )

◆ render_with_paralyze_palettes()

void render_with_paralyze_palettes ( b32 arg0,
ActorPart * part,
s32 yaw,
Matrix4f mtx,
b32 skipAnimation )

◆ render_with_player_debuff_palettes()

void render_with_player_debuff_palettes ( b32 arg0,
ActorPart * part,
s32 yaw,
Matrix4f mtx,
b32 skipAnimation,
s32 isPoison )

◆ render_with_poison_palettes()

void render_with_poison_palettes ( b32 arg0,
ActorPart * part,
s32 yaw,
Matrix4f mtx,
b32 skipAnimation )

◆ render_with_sleep_palettes()

void render_with_sleep_palettes ( b32 arg0,
ActorPart * part,
s32 yaw,
Matrix4f mtx,
b32 skipAnimation )

◆ render_with_static_palettes()

void render_with_static_palettes ( b32 arg0,
ActorPart * part,
s32 yaw,
Matrix4f mtx,
b32 skipAnimation )

◆ render_with_watt_attack_palettes()

void render_with_watt_attack_palettes ( b32 arg0,
ActorPart * part,
s32 yaw,
Matrix4f mtx,
b32 skipAnimation )

◆ render_with_watt_idle_palettes()

void render_with_watt_idle_palettes ( b32 arg0,
ActorPart * part,
s32 yaw,
Matrix4f mtx,
b32 skipAnimation )

◆ render_without_adjusted_palettes()

void render_without_adjusted_palettes ( b32 arg0,
ActorPart * part,
s32 yaw,
Matrix4f mtx,
b32 skipAnimation )

◆ reset_actor_blur()

void reset_actor_blur ( Actor * actor)

Referenced by reset_partner_blur().

◆ reset_partner_blur()

void reset_partner_blur ( void )

◆ reset_player_blur()

void reset_player_blur ( void )

◆ set_actor_pal_adjustment()

void set_actor_pal_adjustment ( Actor * actor,
s32 arg1 )

◆ set_status_icons_offset()

void set_status_icons_offset ( s32 iconID,
s32 offsetY,
s32 arg2 )

◆ set_status_icons_properties()

void set_status_icons_properties ( s32 iconID,
f32 x,
f32 y,
f32 z,
s32 arg,
s32 arg2,
s32 radius,
s32 offsetY )

◆ update_enemy_actor_blur_history()

void update_enemy_actor_blur_history ( Actor * actor)

◆ update_enemy_shadows()

void update_enemy_shadows ( void )

◆ update_hero_shadows()

void update_hero_shadows ( void )

◆ update_nonplayer_actor_blur_history()

void update_nonplayer_actor_blur_history ( b32 isPartner,
Actor * actor )

◆ update_nonplayer_actor_shadow()

void update_nonplayer_actor_shadow ( b32 isPartner,
Actor * actor )

◆ update_part_flash()

s32 update_part_flash ( b32 isNpcSprite,
ActorPart * part,
s32 yaw,
b32 isReflection )

◆ update_part_glow()

s32 update_part_glow ( b32 isNpcSprite,
ActorPart * part,
s32 yaw,
b32 isReflection )

◆ update_partner_actor_blur_history()

void update_partner_actor_blur_history ( Actor * actor)

◆ update_player_actor_blur_history()

void update_player_actor_blur_history ( Actor * actor)

◆ update_player_actor_shadow()

void update_player_actor_shadow ( void )

Referenced by update_hero_shadows().

Variable Documentation

◆ bWattIdlePalettesAnim

u8 bWattIdlePalettesAnim[]
Initial value:
= {
0xFF
}
@ WATT_DEFAULT
Definition actor_rendering.c:68
@ WATT_BRIGHTEST
Definition actor_rendering.c:69

Referenced by render_with_watt_idle_palettes().

◆ FearPaletteAnimXOffsets

s16 FearPaletteAnimXOffsets[] = { -2, 2, 0, 0, -2, 2, 0, 0, 0, 0, -2, 2, 0, 0, 0, 0, 0, 0, 0xFF }

◆ ParalyzePaletteAnimXOffsets

s16 ParalyzePaletteAnimXOffsets[] = { -2, 2, 0, 0, -2, 2, 0, 0, 0, 0, -2, 2, 0, 0, 0, 0, 0, 0, 0xFF }

◆ SparkleSpawnIntervals

s16 SparkleSpawnIntervals[] = { -1, 15, 10, 7, 5, 3, 2, 1 }

Referenced by add_part_decor_sparkles().

◆ StaticPalettesAnim

u8 StaticPalettesAnim[]
Initial value:
= {
0xFF
}
@ STATIC_BRIGHT
Definition actor_rendering.c:28
@ STATIC_DARK
Definition actor_rendering.c:29
@ STATIC_DEFAULT
Definition actor_rendering.c:27

Referenced by render_with_static_palettes().

◆ WattAttackPalettesAnim

u8 WattAttackPalettesAnim[]
Initial value:
= {
0xFF
}
@ WATT_BRIGHTER
Definition actor_rendering.c:70

Referenced by render_with_watt_attack_palettes().