sm64/shape/enemy1_e/handman/handB_shape.sou

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/***************************************************************************************************
Convert from NINGEN (handB)
****************************************************************************************************/
#define handB_AMB_SCALE 0.5
#define ShapeColor_handB(R,G,B) {{R*handB_AMB_SCALE ,G*handB_AMB_SCALE ,B*handB_AMB_SCALE ,0 ,R*handB_AMB_SCALE ,G*handB_AMB_SCALE ,B*handB_AMB_SCALE ,0 },{ R, G, B, 0, R, G, B, 0, LIGHT_X, LIGHT_Y, LIGHT_Z, 0} }
static Lights1 light_handB[] = {
ShapeColor_handB(255,255,255),
};
static Vtx vtx_handB_0[] = {
{ 273, 357, 281, 0, 2306, 1978, 0, 0, 127, 255},
{ -89, 181, 281, 0, 4318, 1978, 0, 0, 127, 255},
{ 86, -181, 281, 0, 4318, 0, 0, 0, 127, 255},
{ 86, -181, -522, 0, 4316, -3022, 55, -114, 0, 255},
{ 449, -5, 281, 0, 2304, 990, 55, -114, 0, 255},
{ 86, -181, 281, 0, 4316, 990, 55, -114, 0, 255},
{ 449, -5, -522, 0, 2304, -3022, 55, -114, 0, 255},
{ -89, 181, 281, 0, 4380, 990, -55, 114, 0, 255},
{ 273, 357, -522, 0, 2370, -3022, -55, 114, 0, 255},
{ -89, 181, -522, 0, 4380, -3022, -55, 114, 0, 255},
{ 273, 357, 281, 0, 2370, 990, -55, 114, 0, 255},
{ -89, 181, 281, 0, 0, 990, -114, -55, 0, 255},
{ 86, -181, -522, 0, 3980, -1022, -114, -55, 0, 255},
{ 86, -181, 281, 0, 0, -1022, -114, -55, 0, 255},
{ -89, 181, -522, 0, 3980, 990, -114, -55, 0, 255},
{ -89, 181, -522, 0, 4318, 1978, 0, 0, -127, 255},
{ 273, 357, -522, 0, 2306, 1978, 0, 0, -127, 255},
{ 449, -5, -522, 0, 2306, 0, 0, 0, -127, 255},
{ 273, 357, 281, 0, 2306, 1978, 0, 0, 127, 255},
{ 86, -181, 281, 0, 4318, 0, 0, 0, 127, 255},
{ 449, -5, 281, 0, 2306, 0, 0, 0, 127, 255},
{ 273, 357, -522, 0, -3020, 990, 114, 55, 0, 255},
{ 449, -5, 281, 0, 990, -1056, 114, 55, 0, 255},
{ 449, -5, -522, 0, -3020, -1056, 114, 55, 0, 255},
{ 273, 357, 281, 0, 990, 990, 114, 55, 0, 255},
{ 86, -181, -522, 0, 4318, 0, 0, 0, -127, 255},
};
static Gfx gfx_handB_0[] = {
gs_Tani_LoadTextureImage2(hand_block_txt, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, 7),
gsSPLight((&light_handB[0].l[0]),1 ),
gsSPLight((&light_handB[0].a ),2 ),
gsSPVertex(&vtx_handB_0[0], 15, 0),
gsSP1Triangle( 0, 1, 2, 0),
gsSP1Triangle( 3, 4, 5, 0),
gsSP1Triangle( 3, 6, 4, 0),
gsSP1Triangle( 7, 8, 9, 0),
gsSP1Triangle( 7,10, 8, 0),
gsSP1Triangle(11,12,13, 0),
gsSP1Triangle(11,14,12, 0),
gsSPVertex(&vtx_handB_0[15], 11, 0),
gsSP1Triangle( 0, 1, 2, 0),
gsSP1Triangle( 3, 4, 5, 0),
gsSP1Triangle( 6, 7, 8, 0),
gsSP1Triangle( 6, 9, 7, 0),
gsSP1Triangle( 0, 2,10, 0),
gsSPEndDisplayList()
};
Gfx gfx_handB[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_MODULATERGB, G_CC_MODULATERGB),
gsSPClearGeometryMode(G_SHADING_SMOOTH),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, 7, 0, 0,0,0, 0,0,0),
gsSPTexture(0xffff,0xffff, 0, 0, G_ON),
gs_Tani_SetUpTileDescrip(G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, 0, G_TX_WRAP|G_TX_NOMIRROR, 5, G_TX_NOLOD, G_TX_WRAP|G_TX_NOMIRROR, 5, G_TX_NOLOD),
gsSPDisplayList(gfx_handB_0),
gsSPTexture(0xffff, 0xffff, 0, 0, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_SHADING_SMOOTH),
gsSPEndDisplayList()
};