27 #ifndef ICB_ACTOR_PC_H 28 #define ICB_ACTOR_PC_H 30 #include "engines/icb/gfx/psx_pcdefines.h" 31 #include "engines/icb/gfx/psx_pcgpu.h" 32 #include "engines/icb/light_pc.h" 33 #include "engines/icb/gfx/psx_camera.h" 34 #include "engines/icb/gfx/psx_pxactor.h" 35 #include "engines/icb/gfx/psx_tman.h" 36 #include "engines/icb/gfx/rap_api.h" 37 #include "engines/icb/gfx/rab_api.h" 38 #include "engines/icb/gfx/rlp_api.h" 39 #include "engines/icb/common/px_bones.h" 40 #include "engines/icb/breath.h" 44 void ConvertToScreenCoords(SVECTORPC *local, SVECTORPC *screen, int32 nVertices);
45 void ConvertToScreenCoords(SVECTOR *local, SVECTOR *screen, int32 nVertices);
47 void DrawActor4PC(psxActor *actor, psxCamera *camera, Bone_Frame *frame, RapAPI *mesh, RapAPI *pose, RapAPI *smesh, PSXrgb *ambient, PSXLampList *lamplist,
48 PSXShadeList *shadelist, int32 nShadows, SVECTORPC *p_n, int32 *p_d, uint32
debug, int32 uvframe, BoneDeformation **boneDeforms, int32 *brightness,
49 MATRIXPC *local2screen);
51 void DrawActorTiePC(psxCamera *camera, SVECTORPC *pos, uint32 size, CVECTOR *colour);
54 int32 DrawActorSpecialEffectsPC(int32 mflash, SVECTOR *mfpos, int32 mfh, int32 mfw, int32 bullet, SVECTOR *bulletPos, int32 bulletCol, Breath *breath, MATRIXPC *local2screen, int32 brightness,
55 SVECTOR *minBBox, SVECTOR *maxBBox);
59 #endif // #ifndef ACTOR_PC_H
void debug(MSVC_PRINTF const char *s,...) GCC_PRINTF(1