#include "patches.h" // Disable frustum culling for actors, but leave distance culling intact s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW) { if ((-actor->uncullZoneScale < projectedPos->z) && (projectedPos->z < (actor->uncullZoneForward + actor->uncullZoneScale))) { // f32 phi_f12; // f32 phi_f2 = CLAMP_MIN(projectedW, 1.0f); // f32 phi_f14; // f32 phi_f16; // if (play->view.fovy != 60.0f) { // phi_f12 = actor->uncullZoneScale * play->projectionMtxFDiagonal.x * 0.76980036f; // sqrt(16/27) // phi_f14 = play->projectionMtxFDiagonal.y * 0.57735026f; // 1 / sqrt(3) // phi_f16 = actor->uncullZoneScale * phi_f14; // phi_f14 *= actor->uncullZoneDownward; // } else { // phi_f16 = phi_f12 = actor->uncullZoneScale; // phi_f14 = actor->uncullZoneDownward; // } // if (((fabsf(projectedPos->x) - phi_f12) < phi_f2) && ((-phi_f2 < (projectedPos->y + phi_f14))) && // ((projectedPos->y - phi_f16) < phi_f2)) { return true; // } } return false; } // Override LOD to 0 void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList, OverrideLimbDrawFlex overrideLimbDraw) { OPEN_DISPS(play->state.gfxCtx); gSPSegment(POLY_OPA_DISP++, 0x0C, cullDList); gSPSegment(POLY_XLU_DISP++, 0x0C, cullDList); lod = 0; // Force the closest LOD Player_DrawImpl(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, lod, this->transformation, 0, this->actor.shape.face, overrideLimbDraw, Player_PostLimbDrawGameplay, &this->actor); CLOSE_DISPS(play->state.gfxCtx); }