#include "libforest/gbi_extensions.h"
#include "PR/gbi.h"
#include "evw_anime.h"
#include "c_keyframe.h"
#include "ac_npc.h"
#include "ef_effect_control.h"

Vtx inv_mb_v[] = {
#include "assets/inv_mb_v.inc"
};

Gfx inv_md_base_model_before[] = {
    gsSPTexture(0, 0, 0, G_TX_RENDERTILE, G_ON),
    gsSPLoadGeometryMode(G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH | G_DECAL_LEQUAL),
    gsDPSetOtherMode(G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_RGBA16 | G_TL_TILE |
                         G_TD_CLAMP | G_TP_PERSP | G_CYC_2CYCLE | G_PM_NPRIMITIVE,
                     G_AC_NONE | G_ZS_PIXEL | G_RM_PASS | G_RM_XLU_SURF2),
    gsDPSetCombineLERP(PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, TEXEL0, 0, 0, 0, 0, COMBINED, 0, 0, 0, COMBINED),
    gsDPLoadTLUT_Dolphin(15, 16, 1, anime_2_txt),
    gsDPSetTextureImage_Dolphin(G_IM_FMT_CI, G_IM_SIZ_4b, 32, 32, anime_1_txt),
    gsDPSetTile_Dolphin(G_DOLPHIN_TLUT_DEFAULT_MODE, 0, 15, GX_MIRROR, GX_MIRROR, 0, 0),
    gsSPEndDisplayList(),
};

Gfx inv_md_base_model_a[] = {
    gsSPVertex(inv_mb_v, 4, 0),
    gsSPNTrianglesInit_5b(2, 0, 1, 2, 1, 3, 2, 0, 0, 0),
    gsSPEndDisplayList(),
};

Gfx inv_md_base_model_b[] = {
    gsSPVertex(&inv_mb_v[4], 4, 0),
    gsSPNTrianglesInit_5b(2, 0, 1, 2, 1, 3, 2, 0, 0, 0),
    gsSPEndDisplayList(),
};
