Update Luigi

This commit is contained in:
FluffaMario 2026-05-19 23:00:38 -05:00
parent d466263c52
commit 3670d0759f
4 changed files with 1825 additions and 1340 deletions

View file

@ -1,47 +1,35 @@
#include "geo_header.h"
// Normal Mario Geo
// Normal Luigi Geo
// 0x170002E0
const GeoLayout luigi_geo_face_and_wings[] = {
GEO_ASM(0, geo_mario_head_rotation),
GEO_ROTATION_NODE(0x00, 0, 0, 0),
GEO_OPEN_NODE(),
GEO_SWITCH_CASE(0, geo_switch_mario_cap_on_off),
GEO_OPEN_NODE(),
GEO_NODE_START(),
GEO_SWITCH_CASE(0, geo_switch_mario_eyes),
GEO_OPEN_NODE(),
GEO_DISPLAY_LIST(LAYER_ALPHA, luigi_l_logo_decal),
GEO_DISPLAY_LIST(LAYER_ALPHA, luigi_hair_sideburn_decal_cap_on),
GEO_OPEN_NODE(),
GEO_SWITCH_CASE(0, geo_switch_mario_eyes),
GEO_OPEN_NODE(),
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_on_eyes_front),
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_on_eyes_half_closed),
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_on_eyes_closed),
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_on_eyes_right), // unused
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_on_eyes_left), // unused
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_on_eyes_up), // unused
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_on_eyes_down), // unused
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_on_eyes_dead),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_NODE_START(),
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_on_eyes_front),
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_on_eyes_half_closed),
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_on_eyes_closed),
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_on_eyes_right), // unused
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_on_eyes_left), // unused
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_on_eyes_up), // unused
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_on_eyes_down), // unused
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_on_eyes_dead),
GEO_CLOSE_NODE(),
GEO_SWITCH_CASE(0, geo_switch_mario_eyes),
GEO_OPEN_NODE(),
GEO_DISPLAY_LIST(LAYER_ALPHA, luigi_hair_sideburn_decal_cap_off),
GEO_OPEN_NODE(),
GEO_SWITCH_CASE(0, geo_switch_mario_eyes),
GEO_OPEN_NODE(),
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_off_eyes_front),
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_off_eyes_half_closed),
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_off_eyes_closed),
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_off_eyes_right), // unused
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_off_eyes_left), // unused
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_off_eyes_up), // unused
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_off_eyes_down), // unused
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_off_eyes_dead),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_off_eyes_front),
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_off_eyes_half_closed),
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_off_eyes_closed),
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_off_eyes_right), // unused
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_off_eyes_left), // unused
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_off_eyes_up), // unused
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_off_eyes_down), // unused
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_cap_off_eyes_dead),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_TRANSLATE_ROTATE(0, 140, -45, -110, 22, -40, -135),
GEO_OPEN_NODE(),
@ -63,6 +51,7 @@ const GeoLayout luigi_geo_face_and_wings[] = {
GEO_RETURN(),
};
// 0x1700041C
const GeoLayout luigi_geo_left_hand[] = {
GEO_SWITCH_CASE(1, geo_switch_mario_hand),
GEO_OPEN_NODE(),
@ -82,6 +71,7 @@ const GeoLayout luigi_geo_left_hand[] = {
GEO_RETURN(),
};
// 0x17000494
const GeoLayout luigi_geo_right_hand[] = {
GEO_SWITCH_CASE(0, geo_switch_mario_hand),
GEO_OPEN_NODE(),
@ -100,12 +90,8 @@ const GeoLayout luigi_geo_right_hand[] = {
GEO_CLOSE_NODE(),
GEO_ANIMATED_PART(LAYER_OPAQUE, 65, 0, 0, luigi_right_hand_peace), // here we go hand
GEO_ANIMATED_PART(LAYER_OPAQUE, 65, 0, 0, luigi_right_hand_cap),
GEO_OPEN_NODE(),
GEO_DISPLAY_LIST(LAYER_ALPHA, luigi_right_hand_cap_decal),
GEO_CLOSE_NODE(),
GEO_ANIMATED_PART(LAYER_OPAQUE, 65, 0, 0, luigi_right_hand_cap),
GEO_OPEN_NODE(),
GEO_DISPLAY_LIST(LAYER_ALPHA, luigi_right_hand_cap_decal),
GEO_DISPLAY_LIST(LAYER_ALPHA, luigi_right_hand_cap_wings),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
@ -114,6 +100,7 @@ const GeoLayout luigi_geo_right_hand[] = {
// The body loads all the parts with some shared dls to apply the solid color of the dl that has it, the same rule applies to the medium and low poly geos
// 0x1700053C
const GeoLayout luigi_geo_body[] = {
GEO_ANIMATED_PART(LAYER_OPAQUE, 0, 22, 0, NULL),
GEO_OPEN_NODE(),
@ -183,49 +170,37 @@ const GeoLayout luigi_geo_body[] = {
GEO_RETURN(),
};
// Vanish Mario Geo
// Vanish Luigi Geo
// 0x17000DEC
const GeoLayout luigi_vanish_geo_face_and_wings[] = {
GEO_ASM(0, geo_mario_head_rotation),
GEO_ROTATION_NODE(0x00, 0, 0, 0),
GEO_OPEN_NODE(),
GEO_SWITCH_CASE(0, geo_switch_mario_cap_on_off),
GEO_OPEN_NODE(),
GEO_NODE_START(),
GEO_SWITCH_CASE(0, geo_switch_mario_eyes),
GEO_OPEN_NODE(),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_l_logo_decal),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_hair_sideburn_decal_cap_on),
GEO_OPEN_NODE(),
GEO_SWITCH_CASE(0, geo_switch_mario_eyes),
GEO_OPEN_NODE(),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_on_eyes_front),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_on_eyes_half_closed),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_on_eyes_closed),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_on_eyes_right), // unused
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_on_eyes_left), // unused
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_on_eyes_up), // unused
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_on_eyes_down), // unused
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_on_eyes_dead),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_NODE_START(),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_on_eyes_front_transparent),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_on_eyes_half_closed_transparent),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_on_eyes_closed_transparent),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_on_eyes_right_transparent), // unused
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_on_eyes_left_transparent), // unused
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_on_eyes_up_transparent), // unused
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_on_eyes_down_transparent), // unused
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_on_eyes_dead_transparent),
GEO_CLOSE_NODE(),
GEO_SWITCH_CASE(0, geo_switch_mario_eyes),
GEO_OPEN_NODE(),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_hair_sideburn_decal_cap_off),
GEO_OPEN_NODE(),
GEO_SWITCH_CASE(0, geo_switch_mario_eyes),
GEO_OPEN_NODE(),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_off_eyes_front),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_off_eyes_half_closed),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_off_eyes_closed),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_off_eyes_right), // unused
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_off_eyes_left), // unused
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_off_eyes_up), // unused
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_off_eyes_down), // unused
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_off_eyes_dead),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_off_eyes_front_transparent),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_off_eyes_half_closed_transparent),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_off_eyes_closed_transparent),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_off_eyes_right_transparent), // unused
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_off_eyes_left_transparent), // unused
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_off_eyes_up_transparent), // unused
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_off_eyes_down_transparent), // unused
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_cap_off_eyes_dead_transparent),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_TRANSLATE_ROTATE(0, 140, -45, -110, 22, -40, -135),
GEO_OPEN_NODE(),
@ -247,6 +222,7 @@ const GeoLayout luigi_vanish_geo_face_and_wings[] = {
GEO_RETURN(),
};
// 0x17000F28
const GeoLayout luigi_vanish_geo_left_hand[] = {
GEO_SWITCH_CASE(1, geo_switch_mario_hand),
GEO_OPEN_NODE(),
@ -266,6 +242,7 @@ const GeoLayout luigi_vanish_geo_left_hand[] = {
GEO_RETURN(),
};
// 0x17000FA0
const GeoLayout luigi_vanish_geo_right_hand[] = {
GEO_SWITCH_CASE(0, geo_switch_mario_hand),
GEO_OPEN_NODE(),
@ -284,20 +261,17 @@ const GeoLayout luigi_vanish_geo_right_hand[] = {
GEO_CLOSE_NODE(),
GEO_ANIMATED_PART(LAYER_TRANSPARENT, 65, 0, 0, luigi_right_hand_peace), // here we go hand
GEO_ANIMATED_PART(LAYER_TRANSPARENT, 65, 0, 0, luigi_right_hand_cap),
GEO_OPEN_NODE(),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_right_hand_cap_decal),
GEO_CLOSE_NODE(),
GEO_ANIMATED_PART(LAYER_TRANSPARENT, 65, 0, 0, luigi_right_hand_cap),
GEO_OPEN_NODE(),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_right_hand_cap_decal),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_right_hand_cap_wings_transparent),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_right_hand_cap_wings),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_RETURN(),
};
// Same rule body as Normal Mario
// Same rule body as Normal Luigi
// 0x17001048
const GeoLayout luigi_vanish_geo_body[] = {
GEO_ANIMATED_PART(LAYER_TRANSPARENT, 0, 22, 0, NULL),
GEO_OPEN_NODE(),
@ -367,8 +341,9 @@ const GeoLayout luigi_vanish_geo_body[] = {
GEO_RETURN(),
};
// Metal Mario Geo
// Metal Luigi Geo
// 0x170018F8
const GeoLayout luigi_metal_geo_face_and_wings[] = {
GEO_ASM(0, geo_mario_head_rotation),
GEO_ROTATION_NODE(0x00, 0, 0, 0),
@ -398,6 +373,7 @@ const GeoLayout luigi_metal_geo_face_and_wings[] = {
GEO_RETURN(),
};
// 0x170019A4
const GeoLayout luigi_metal_geo_left_hand[] = {
GEO_SWITCH_CASE(1, geo_switch_mario_hand),
GEO_OPEN_NODE(),
@ -417,6 +393,7 @@ const GeoLayout luigi_metal_geo_left_hand[] = {
GEO_RETURN(),
};
// 0x17001A1C
const GeoLayout luigi_metal_geo_right_hand[] = {
GEO_SWITCH_CASE(0, geo_switch_mario_hand),
GEO_OPEN_NODE(),
@ -443,8 +420,9 @@ const GeoLayout luigi_metal_geo_right_hand[] = {
GEO_RETURN(),
};
// A difference from Normal Mario is that the dls after the butt and left thigh shares the metal texture of it, same rule applies to the medium and low poly geos
// A difference from Normal Luigi is that the dls after the butt and left thigh shares the metal texture of it, same rule applies to the medium and low poly geos
// 0x17001AC4
const GeoLayout luigi_metal_geo_body[] = {
GEO_ANIMATED_PART(LAYER_OPAQUE, 0, 22, 0, NULL),
GEO_OPEN_NODE(),
@ -514,8 +492,9 @@ const GeoLayout luigi_metal_geo_body[] = {
GEO_RETURN(),
};
// Metal Vanish Mario Geo
// Metal Vanish Luigi Geo
// 0x170022E4
const GeoLayout luigi_metal_vanish_geo_face_and_wings[] = {
GEO_ASM(0, geo_mario_head_rotation),
GEO_ROTATION_NODE(0x00, 0, 0, 0),
@ -545,6 +524,7 @@ const GeoLayout luigi_metal_vanish_geo_face_and_wings[] = {
GEO_RETURN(),
};
// 0x17002390
const GeoLayout luigi_metal_vanish_geo_left_hand[] = {
GEO_SWITCH_CASE(0, geo_switch_mario_hand),
GEO_OPEN_NODE(),
@ -564,6 +544,7 @@ const GeoLayout luigi_metal_vanish_geo_left_hand[] = {
GEO_RETURN(),
};
// 0x17002408
const GeoLayout luigi_metal_vanish_geo_right_hand[] = {
GEO_SWITCH_CASE(0, geo_switch_mario_hand),
GEO_OPEN_NODE(),
@ -584,14 +565,15 @@ const GeoLayout luigi_metal_vanish_geo_right_hand[] = {
GEO_ANIMATED_PART(LAYER_TRANSPARENT, 65, 0, 0, luigi_metal_right_hand_cap_shared_dl),
GEO_ANIMATED_PART(LAYER_TRANSPARENT, 65, 0, 0, luigi_metal_right_hand_cap_shared_dl),
GEO_OPEN_NODE(),
GEO_DISPLAY_LIST(LAYER_ALPHA, luigi_metal_right_hand_cap_shared_dl_wings_transparent),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_metal_right_hand_cap_shared_dl_wings),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_RETURN(),
};
// Same rules as Metal Mario
// Same rules as Metal Luigi
// 0x170024B0
const GeoLayout luigi_metal_vanish_geo_body[] = {
GEO_ANIMATED_PART(LAYER_TRANSPARENT, 0, 22, 0, NULL),
GEO_OPEN_NODE(),
@ -661,8 +643,7 @@ const GeoLayout luigi_metal_vanish_geo_body[] = {
GEO_RETURN(),
};
// High Poly
// 0x17002CE0
const GeoLayout luigi_geo_load_body[] = {
GEO_SWITCH_CASE(0, geo_switch_mario_cap_effect),
GEO_OPEN_NODE(),
@ -674,8 +655,9 @@ const GeoLayout luigi_geo_load_body[] = {
GEO_RETURN(),
};
// This last geo is used to load all of Mario Geo in the Level Scripts
// This last geo is used to load all of Luigi Geo in the Level Scripts
// 0x17002DD4
const GeoLayout luigi_geo[] = {
GEO_NODE_START(),
GEO_OPEN_NODE(),
@ -684,23 +666,31 @@ const GeoLayout luigi_geo[] = {
GEO_SCALE(0x00, 16384),
GEO_OPEN_NODE(),
GEO_ASM(LAYER_OPAQUE + 3, geo_mario_set_player_colors),
GEO_ASM(LAYER_OPAQUE_DECAL + 3, geo_mario_set_player_colors),
GEO_ASM(LAYER_ALPHA + 3, geo_mario_set_player_colors),
GEO_ASM(LAYER_TRANSPARENT + 3, geo_mario_set_player_colors),
GEO_ASM(LAYER_TRANSPARENT_DECAL + 3, geo_mario_set_player_colors),
GEO_ASM(LAYER_OPAQUE << 2, geo_mirror_mario_backface_culling),
GEO_ASM(LAYER_OPAQUE_DECAL << 2, geo_mirror_mario_backface_culling),
GEO_ASM(LAYER_ALPHA << 2, geo_mirror_mario_backface_culling),
GEO_ASM(LAYER_TRANSPARENT << 2, geo_mirror_mario_backface_culling),
GEO_ASM(LAYER_TRANSPARENT_DECAL << 2, geo_mirror_mario_backface_culling),
GEO_ASM(0, geo_mirror_mario_set_alpha),
GEO_OPEN_NODE(),
GEO_BRANCH(1, luigi_geo_load_body),
GEO_CLOSE_NODE(),
GEO_ASM((LAYER_OPAQUE << 2) | 1, geo_mirror_mario_backface_culling),
GEO_ASM((LAYER_OPAQUE_DECAL << 2) | 1, geo_mirror_mario_backface_culling),
GEO_ASM((LAYER_ALPHA << 2) | 1, geo_mirror_mario_backface_culling),
GEO_ASM((LAYER_TRANSPARENT << 2) | 1, geo_mirror_mario_backface_culling),
GEO_ASM((LAYER_TRANSPARENT_DECAL << 2) | 1, geo_mirror_mario_backface_culling),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_DISPLAY_LIST(LAYER_OPAQUE, luigi_material_revert_render_settings),
GEO_DISPLAY_LIST(LAYER_OPAQUE_DECAL, luigi_material_revert_render_settings),
GEO_DISPLAY_LIST(LAYER_ALPHA, luigi_material_revert_render_settings),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT, luigi_material_revert_render_settings),
GEO_DISPLAY_LIST(LAYER_TRANSPARENT_DECAL, luigi_material_revert_render_settings),
GEO_CLOSE_NODE(),
GEO_END(),
};

View file

@ -55,8 +55,6 @@ extern const Gfx luigi_mustache_cap_on_dl[];
extern const Gfx luigi_face_part_cap_on_dl[];
extern const Gfx luigi_face_cap_dl[];
extern const Gfx luigi_face_back_hair_cap_on_dl[];
extern const Gfx luigi_hair_sideburn_decal_cap_on[];
extern const Gfx luigi_l_logo_decal[];
extern const Gfx luigi_face_cap_on_dl[];
extern const Gfx luigi_cap_on_eyes_front[];
extern const Gfx luigi_cap_on_eyes_half_closed[];
@ -66,13 +64,20 @@ extern const Gfx luigi_cap_on_eyes_left[];
extern const Gfx luigi_cap_on_eyes_up[];
extern const Gfx luigi_cap_on_eyes_down[];
extern const Gfx luigi_cap_on_eyes_dead[];
extern const Gfx luigi_cap_on_eyes_front_transparent[];
extern const Gfx luigi_cap_on_eyes_half_closed_transparent[];
extern const Gfx luigi_cap_on_eyes_closed_transparent[];
extern const Gfx luigi_cap_on_eyes_right_transparent[];
extern const Gfx luigi_cap_on_eyes_left_transparent[];
extern const Gfx luigi_cap_on_eyes_up_transparent[];
extern const Gfx luigi_cap_on_eyes_down_transparent[];
extern const Gfx luigi_cap_on_eyes_dead_transparent[];
extern const Gfx luigi_metal_cap_on_shared_dl[];
extern const Gfx luigi_eyes_cap_off_dl[];
extern const Gfx luigi_mustache_cap_off_dl[];
extern const Gfx luigi_hair_sideburn_cap_off_dl[];
extern const Gfx luigi_face_part_cap_off_dl[];
extern const Gfx luigi_face_hair_cap_off_dl[];
extern const Gfx luigi_hair_sideburn_decal_cap_off[];
extern const Gfx luigi_face_cap_off_dl[];
extern const Gfx luigi_cap_off_eyes_front[];
extern const Gfx luigi_cap_off_eyes_half_closed[];
@ -82,6 +87,14 @@ extern const Gfx luigi_cap_off_eyes_left[];
extern const Gfx luigi_cap_off_eyes_up[];
extern const Gfx luigi_cap_off_eyes_down[];
extern const Gfx luigi_cap_off_eyes_dead[];
extern const Gfx luigi_cap_off_eyes_front_transparent[];
extern const Gfx luigi_cap_off_eyes_half_closed_transparent[];
extern const Gfx luigi_cap_off_eyes_closed_transparent[];
extern const Gfx luigi_cap_off_eyes_right_transparent[];
extern const Gfx luigi_cap_off_eyes_left_transparent[];
extern const Gfx luigi_cap_off_eyes_up_transparent[];
extern const Gfx luigi_cap_off_eyes_down_transparent[];
extern const Gfx luigi_cap_off_eyes_dead_transparent[];
extern const Gfx luigi_metal_cap_off_shared_dl[];
extern const Gfx luigi_left_hand_open_shared_dl[];
extern const Gfx luigi_left_hand_open[];
@ -92,20 +105,15 @@ extern const Gfx luigi_right_hand_cap_l_logo_dl[];
extern const Gfx luigi_right_hand_cap_top_dl[];
extern const Gfx luigi_right_hand_cap_hand_position_dl[];
extern const Gfx luigi_right_hand_cap_bottom_dl[];
extern const Gfx luigi_right_hand_cap_decal[];
extern const Gfx luigi_right_hand_cap_dl[];
extern const Gfx luigi_right_hand_cap_wings_half_1_dl[];
extern const Gfx luigi_right_hand_cap_wings_half_2_dl[];
extern const Gfx luigi_right_hand_cap_wings_intial_dl[];
extern const Gfx luigi_right_hand_cap_wings_transparent_intial_dl[];
extern const Gfx luigi_right_hand_cap_metal_wings_intial_dl[];
extern const Gfx luigi_right_hand_cap_wings_initial_dl[];
extern const Gfx luigi_right_hand_cap_wings_end_dl[];
extern const Gfx luigi_right_hand_cap[];
extern const Gfx luigi_right_hand_cap_wings[];
extern const Gfx luigi_right_hand_cap_wings_transparent[];
extern const Gfx luigi_metal_right_hand_cap_shared_dl[];
extern const Gfx luigi_metal_right_hand_cap_shared_dl_wings[];
extern const Gfx luigi_metal_right_hand_cap_shared_dl_wings_transparent[];
extern const Gfx luigi_right_hand_peace_shared_dl[];
extern const Gfx luigi_right_hand_peace[];
extern const Gfx luigi_wings_half_1_dl[];

View file

@ -1,7 +1,3 @@
extern ALIGNED8 const Texture luigi_texture_l_logo[];
extern ALIGNED8 const Texture luigi_texture_l_blend[];
extern ALIGNED8 const Texture luigi_texture_l_cap[];
extern ALIGNED8 const Texture luigi_texture_hair_sideburn[];
extern ALIGNED8 const Texture luigi_texture_add_sideburn[];
extern ALIGNED8 const Texture luigi_texture_skin_sideburn[];
extern ALIGNED8 const Texture luigi_texture_mustache[];

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