#ifndef MOVING_TEXTURE_MACROS_H #define MOVING_TEXTURE_MACROS_H #include "game/moving_texture.h" // From gMovingTextureIdList #define TEXTURE_WATER 0 #define TEXTURE_MIST 1 #define TEXTURE_JRB_WATER 2 #define TEXTURE_UNK_WATER 3 #define TEXTURE_LAVA 4 #define TEX_QUICKSAND_SSL 5 #define TEX_PYRAMID_SAND_SSL 6 #define TEX_YELLOW_TRI_TTC 7 // Moving Texture rotations #define ROTATE_CLOCKWISE 0 #define ROTATE_COUNTER_CLOCKWISE 1 // Moving texture load quad tris start #define MOV_TEX_INIT_LOAD(amount) \ amount, 0 // Short Triangle of moving texture with only 4 triangles with x and z #define MOV_TEX_4_BOX_TRIS(x, z) \ x, z // Moving texture miniTri define texture from MovingTextureList #define MOV_TEX_DEFINE(text) \ text // Moving texture start with speed #define MOV_TEX_SPD(speed) \ speed // Rotation speed of moving texture #define MOV_TEX_ROT_SPEED(rotspeed) \ rotspeed // Rotation scale of moving texture that goes back and forth #define MOV_TEX_ROT_SCALE(rotscale) \ rotscale // Rotation of moving texture #define MOV_TEX_ROT(rot) \ rot // Alpha of moving texture #define MOV_TEX_ALPHA(alpha) \ alpha // Triangle of moving texture #define MOV_TEX_TRIS(x, y, z, param1, param2) \ x, y, z, param1, param2 // 2 Triangles of moving texture #define MOV_TEX_ROT_TRIS(x, y, z, rotx, roty, rotz, param1, param2) \ x, y, z, rotx, roty, rotz, param1, param2 // Triangle of moving texture with light #define MOV_TEX_LIGHT_TRIS(x, y, z, light, param1, param2) \ x, y, z, 0, light, 0, param1, param2 // End of moving texture load #define MOV_TEX_END() \ 0 // End of moving texture load if movTexRotTris was used, only used in SSL #define MOV_TEX_ROT_END() \ 0, 0 #endif