#include "CMorphBall.hpp" #include "CPlayer.hpp" #include "CMorphBallShadow.hpp" namespace urde { CMorphBall::CMorphBall(CPlayer& player, float) : x0_player(player) { } void CMorphBall::DrawBallShadow(const CStateManager& mgr) { if (!x1e50_shadow) return; float alpha = 1.f; switch (x0_player.x2f8_morphTransState) { case CPlayer::EPlayerMorphBallState::Unmorphed: return; case CPlayer::EPlayerMorphBallState::Unmorphing: alpha = 0.f; if (x0_player.x578_morphDuration != 0.f) alpha = zeus::clamp(0.f, x0_player.x574_morphTime / x0_player.x578_morphDuration, 1.f); alpha = 1.f - alpha; case CPlayer::EPlayerMorphBallState::Morphing: alpha = 0.f; if (x0_player.x578_morphDuration != 0.f) alpha = zeus::clamp(0.f, x0_player.x574_morphTime / x0_player.x578_morphDuration, 1.f); default: break; } x1e50_shadow->Render(mgr, alpha); } }