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Method Sprite_Create_Player_Shadow

Source/Fodder.cpp:15814–15841  ·  view source on GitHub ↗

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15812}
15813
15814void cFodder::Sprite_Create_Player_Shadow(sSprite* pSprite) {
15815 int16 Data0 = 0;
15816
15817 sSprite* Data2C, *Data30;
15818
15819 if (pSprite->field_5C == 0)
15820 return;
15821
15822 if (Sprite_Get_Free_Max42(Data0, Data2C, Data30))
15823 return;
15824
15825 Data2C->field_1A_sprite = pSprite;
15826 Data2C->field_6A_sprite = pSprite;
15827
15828 Data2C->field_0 = pSprite->field_0;
15829 Data2C->field_4 = pSprite->field_4;
15830 Data2C->field_0 += 4;
15831 Data2C->field_8 = 0x8D;
15832 Data2C->field_A = 2;
15833 Data2C->field_2 = pSprite->field_2;
15834 Data2C->field_6 = pSprite->field_6;
15835 Data2C->field_18 = eSprite_Player_Shadow;
15836 Data2C->field_62 = pSprite->field_18;
15837 Data2C->field_20 = 0;
15838 Data2C->field_32 = -1;
15839 Data2C->field_2C = eSprite_Draw_First;
15840 Data2C->field_52 = 0;
15841}
15842
15843int16 cFodder::Sprite_Create_BloodTrail(sSprite* pSprite, sSprite*& pData2C, sSprite*& pData30) {
15844 int16 Data0;

Callers

nothing calls this directly

Calls

no outgoing calls

Tested by

no test coverage detected