9 work->sprite->image.priority = mode;
17 object->sprite->image.priority = 0;
18 object->motionFlags = 0;
19 object->collisionFlags = 8;
34 object->sprite->image.priority = 1;
35 object->motionFlags = 0;
36 object->collisionFlags = 8;
39 object->priorityFlags =
void ObjectGroup_SetChildValue(struct FieldActor *actor, s32 param)
Sets the param byte of every animated part of an actor's sprite.
static UNUSED void SetEffectRecordMode(struct FieldActor *work, s32 mode)
Sets the actor's sprite priority (0 in front of the backgrounds, 3 behind).
static UNUSED void * OverlayObject_CreateConfiguredObject(s32 x, s32 y, s32 z, s32 type)
A still effect in palette 15, at sprite priority 1, drawn under the actors.
static UNUSED void * OverlayObject_PrepareObject(s32 x, s32 y, s32 z, s32 type)
A still, translucent effect in palette 14, at sprite priority 0.
@ OBJECT_BLEND_TRANSLUCENT
void Engine_ObjectSetBlendMode(struct FieldActor *object, s32 mode)
Field objects and actors, and the scene transition styles.
@ ACTOR_PRIORITY_UNDERFOOT
The depth sort treats it as 320 pixels higher on the screen.
@ ACTOR_PRIORITY_AUTOMATIC
The sprite takes its priority from the map cell under it.
A field actor: a person or thing on the field with a position, motion toward a target,...
union FieldCoordinate x
16.16 fixed-point pixels
union FieldCoordinate y
16.16 fixed-point pixels
union FieldCoordinate z
16.16 fixed-point pixels
The integer types, TRUE, UNUSED and the fixed-address macros.