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EnWood02 OK (#578)
* OK, some documentation * delete asm * dists updated * addressed review comments * one more comment * remove one comment * addressed review comments
This commit is contained in:
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12 changed files with 440 additions and 1229 deletions
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@ -1,7 +1,7 @@
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/*
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* File: z_en_wood02.c
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* Overlay: ovl_En_Wood02
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* Description: Trees & Bushes
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* Description: Trees, bushes, leaves
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*/
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#include "z_en_wood02.h"
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@ -15,9 +15,25 @@ void EnWood02_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnWood02_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnWood02_Draw(Actor* thisx, GlobalContext* globalCtx);
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extern UNK_TYPE D_06000700;
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/**
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* WOOD_SPAWN_SPAWNER is also used by some individual trees: EnWood02_Update also checks for parent before running any
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* despawning code.
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* */
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typedef enum {
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/* 0 */ WOOD_SPAWN_NORMAL,
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/* 1 */ WOOD_SPAWN_SPAWNED,
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/* 2 */ WOOD_SPAWN_SPAWNER
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} WoodSpawnType;
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typedef enum {
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/* 0 */ WOOD_DRAW_TREE_CONICAL,
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/* 1 */ WOOD_DRAW_TREE_OVAL,
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/* 2 */ WOOD_DRAW_TREE_KAKARIKO_ADULT,
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/* 3 */ WOOD_DRAW_BUSH_GREEN,
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/* 4 */ WOOD_DRAW_4, // Used for black bushes and green leaves
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/* 5 */ WOOD_DRAW_LEAF_YELLOW
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} WoodDrawType;
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/*
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const ActorInit En_Wood02_InitVars = {
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ACTOR_EN_WOOD02,
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ACTORTYPE_PROP,
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@ -29,15 +45,393 @@ const ActorInit En_Wood02_InitVars = {
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(ActorFunc)EnWood02_Update,
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(ActorFunc)EnWood02_Draw,
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};
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*/
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Wood02/func_80B3AF70.s")
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Wood02/func_80B3B094.s")
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static ColliderCylinderInit sCylinderInit = {
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{ COLTYPE_UNK13, 0x00, 0x0D, 0x39, 0x10, COLSHAPE_CYLINDER },
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{ 0x05, { 0x00000000, 0x00, 0x00 }, { 0x0FC0074A, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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{ 18, 60, 0, { 0, 0, 0 } },
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Wood02/EnWood02_Init.s")
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static f32 sSpawnDistance[] = { 707.0f, 525.0f, 510.0f, 500.0f, 566.0f, 141.0f };
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Wood02/EnWood02_Destroy.s")
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static s16 sSpawnAngle[] = { 0x1FFF, 0x4C9E, 0x77F5, 0xA5C9, 0xD6C3, 0xA000 };
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Wood02/EnWood02_Update.s")
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static InitChainEntry sInitChain[] = {
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ICHAIN_F32(unk_4C, 5600, ICHAIN_STOP),
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};
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Wood02/EnWood02_Draw.s")
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static Gfx* D_80B3BF54[] = {
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0x060078D0, 0x06007CA0, 0x060080D0, 0x06000090, 0x06000340, 0x06000340, 0x06000700,
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};
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static Gfx* D_80B3BF70[] = {
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0x06007968, 0x06007D38, 0x060081A8, NULL, NULL, NULL,
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0x06007AD0, 0x06007E20, 0x06008350, 0x06000160, 0x06000440, 0x06000700,
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};
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static f32 sSpawnCos;
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static f32 sSpawnSin;
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extern Gfx D_06000700[];
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s32 EnWood02_SpawnZoneCheck(EnWood02* this, GlobalContext* globalCtx, Vec3f* pos) {
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f32 phi_f12;
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SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->mf_11D60, pos, &this->actor.projectedPos, &this->actor.projectedW);
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phi_f12 = ((this->actor.projectedW == 0.0f) ? 1000.0f : fabsf(1.0f / this->actor.projectedW));
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if ((-this->actor.uncullZoneScale < this->actor.projectedPos.z) &&
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(this->actor.projectedPos.z < (this->actor.uncullZoneForward + this->actor.uncullZoneScale)) &&
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(((fabsf(this->actor.projectedPos.x) - this->actor.uncullZoneScale) * phi_f12) < 1.0f) &&
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(((this->actor.projectedPos.y + this->actor.uncullZoneDownward) * phi_f12) > -1.0f) &&
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(((this->actor.projectedPos.y - this->actor.uncullZoneScale) * phi_f12) < 1.0f)) {
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return true;
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}
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return false;
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}
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/** Spawns similar-looking trees or bushes only when the player is sufficiently close. Presumably done this way to keep
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* memory usage down in Hyrule Field. */
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void EnWood02_SpawnOffspring(EnWood02* this, GlobalContext* globalCtx) {
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EnWood02* childWood;
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s16* childSpawnAngle;
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Vec3f childPos;
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s16 extraRot;
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s16 childParams;
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s32 i;
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for (i = 4; i >= 0; i--) {
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if ((this->unk_14E[i] & 0x7F) == 0) {
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extraRot = 0;
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if (this->actor.params == WOOD_BUSH_GREEN_LARGE_SPAWNER) {
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extraRot = 0x4000;
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}
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childSpawnAngle = &sSpawnAngle[i];
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sSpawnCos = Math_CosS(*childSpawnAngle + this->actor.posRot.rot.y + extraRot);
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sSpawnSin = Math_SinS(*childSpawnAngle + this->actor.posRot.rot.y + extraRot);
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childPos.x = (sSpawnDistance[i] * sSpawnSin) + this->actor.initPosRot.pos.x;
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childPos.y = this->actor.initPosRot.pos.y;
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childPos.z = (sSpawnDistance[i] * sSpawnCos) + this->actor.initPosRot.pos.z;
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if (EnWood02_SpawnZoneCheck(this, globalCtx, &childPos)) {
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if ((this->unk_14E[i] & 0x80) != 0) {
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childParams = (0xFF00 | (this->actor.params + 1));
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} else {
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childParams = (((this->drawType & 0xF0) << 4) | (this->actor.params + 1));
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}
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childWood = (EnWood02*)Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx,
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ACTOR_EN_WOOD02, childPos.x, childPos.y, childPos.z,
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this->actor.posRot.rot.x, *childSpawnAngle, 0, childParams);
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if (childWood != NULL) {
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childWood->unk_14E[0] = i;
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this->unk_14E[i] |= 1;
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childWood->actor.projectedPos = this->actor.projectedPos;
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} else {
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this->unk_14E[i] &= 0x80;
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}
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}
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}
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}
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}
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void EnWood02_Init(Actor* thisx, GlobalContext* globalCtx2) {
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s16 spawnType;
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f32 actorScale;
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GlobalContext* globalCtx = globalCtx2;
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EnWood02* this = THIS;
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CollisionPoly* outPoly;
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s32 bgId;
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f32 floorY;
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s16 extraRot;
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spawnType = WOOD_SPAWN_NORMAL;
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actorScale = 1.0f;
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this->unk_14C = (this->actor.params >> 8) & 0xFF;
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if (this->actor.initPosRot.rot.z != 0) {
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this->actor.initPosRot.rot.z = (this->actor.initPosRot.rot.z << 8) | this->unk_14C;
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this->unk_14C = -1;
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this->actor.posRot.rot.z = this->actor.shape.rot.z = 0;
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} else if (this->unk_14C & 0x80) {
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this->unk_14C = -1;
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}
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this->actor.params &= 0xFF;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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if (this->actor.params <= WOOD_TREE_KAKARIKO_ADULT) {
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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}
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switch (this->actor.params) {
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case WOOD_BUSH_GREEN_LARGE_SPAWNER:
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case WOOD_BUSH_BLACK_LARGE_SPAWNER:
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spawnType = 1;
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case WOOD_BUSH_GREEN_LARGE_SPAWNED:
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case WOOD_BUSH_BLACK_LARGE_SPAWNED:
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spawnType++;
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case WOOD_TREE_CONICAL_LARGE:
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case WOOD_BUSH_GREEN_LARGE:
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case WOOD_BUSH_BLACK_LARGE:
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actorScale = 1.5f;
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this->actor.uncullZoneForward = 4000.0f;
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this->actor.uncullZoneScale = 2000.0f;
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this->actor.uncullZoneDownward = 2400.0f;
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break;
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case WOOD_TREE_CONICAL_SPAWNER:
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case WOOD_TREE_OVAL_YELLOW_SPAWNER:
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case WOOD_TREE_OVAL_GREEN_SPAWNER:
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case WOOD_BUSH_GREEN_SMALL_SPAWNER:
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case WOOD_BUSH_BLACK_SMALL_SPAWNER:
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spawnType = 1;
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case WOOD_TREE_CONICAL_SPAWNED:
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case WOOD_TREE_OVAL_YELLOW_SPAWNED:
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case WOOD_TREE_OVAL_GREEN_SPAWNED:
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case WOOD_BUSH_GREEN_SMALL_SPAWNED:
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case WOOD_BUSH_BLACK_SMALL_SPAWNED:
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spawnType++;
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case WOOD_TREE_CONICAL_MEDIUM:
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case WOOD_TREE_OVAL_GREEN:
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case WOOD_TREE_KAKARIKO_ADULT:
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case WOOD_BUSH_GREEN_SMALL:
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case WOOD_BUSH_BLACK_SMALL:
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this->actor.uncullZoneForward = 4000.0f;
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this->actor.uncullZoneScale = 800.0f;
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this->actor.uncullZoneDownward = 1800.0f;
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break;
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case WOOD_TREE_CONICAL_SMALL:
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actorScale = 0.6f;
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this->actor.uncullZoneForward = 4000.0f;
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this->actor.uncullZoneScale = 400.0f;
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this->actor.uncullZoneDownward = 1000.0f;
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break;
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case WOOD_LEAF_GREEN:
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case WOOD_LEAF_YELLOW:
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this->unk_14E[0] = 0x4B;
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actorScale = 0.02f;
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this->actor.velocity.x = Rand_CenteredFloat(6.0f);
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this->actor.velocity.z = Rand_CenteredFloat(6.0f);
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this->actor.velocity.y = (Rand_ZeroOne() * 1.25f) + -3.1f;
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}
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if (this->actor.params <= WOOD_TREE_CONICAL_SPAWNED) {
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this->drawType = WOOD_DRAW_TREE_CONICAL;
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} else if (this->actor.params <= WOOD_TREE_OVAL_GREEN_SPAWNED) {
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this->drawType = WOOD_DRAW_TREE_OVAL;
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} else if (this->actor.params <= WOOD_TREE_KAKARIKO_ADULT) {
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this->drawType = WOOD_DRAW_TREE_KAKARIKO_ADULT;
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} else if (this->actor.params <= WOOD_BUSH_GREEN_LARGE_SPAWNED) {
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this->drawType = WOOD_DRAW_BUSH_GREEN;
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} else if (this->actor.params <= WOOD_LEAF_GREEN) { // Black bushes and green leaves
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this->drawType = WOOD_DRAW_4;
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} else {
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this->drawType = WOOD_DRAW_LEAF_YELLOW;
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}
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Actor_SetScale(&this->actor, actorScale);
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this->spawnType = spawnType;
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if (spawnType != WOOD_SPAWN_NORMAL) {
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extraRot = 0;
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if (this->actor.params == WOOD_BUSH_GREEN_LARGE_SPAWNER) {
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extraRot = 0x4000;
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}
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if (spawnType == WOOD_SPAWN_SPAWNER) {
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this->drawType |= this->unk_14C << 4;
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EnWood02_SpawnOffspring(this, globalCtx);
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sSpawnCos = Math_CosS(sSpawnAngle[5] + this->actor.posRot.rot.y + extraRot);
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sSpawnSin = Math_SinS(sSpawnAngle[5] + this->actor.posRot.rot.y + extraRot);
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this->actor.posRot.pos.x += (sSpawnSin * sSpawnDistance[5]);
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this->actor.posRot.pos.z += (sSpawnCos * sSpawnDistance[5]);
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} else {
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this->actor.flags |= 0x10;
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}
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// Snap to floor, or remove if over void
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this->actor.posRot.pos.y += 200.0f;
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floorY =
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BgCheck_EntityRaycastFloor4(&globalCtx->colCtx, &outPoly, &bgId, &this->actor, &this->actor.posRot.pos);
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if (floorY > BGCHECK_Y_MIN) {
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this->actor.posRot.pos.y = floorY;
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} else {
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Actor_Kill(&this->actor);
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return;
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}
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}
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ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
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this->actor.initPosRot.rot.y = 0;
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this->actor.colChkInfo.mass = 0xFF;
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}
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void EnWood02_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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EnWood02* this = THIS;
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if (this->actor.params <= WOOD_TREE_KAKARIKO_ADULT) {
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Collider_DestroyCylinder(globalCtx, &this->collider);
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}
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}
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void EnWood02_Update(Actor* thisx, GlobalContext* globalCtx2) {
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GlobalContext* globalCtx = globalCtx2;
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EnWood02* this = THIS;
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f32 wobbleAmplitude;
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u8 new_var;
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u8 phi_v0;
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s32 pad;
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Vec3f dropsSpawnPt;
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s32 i;
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s32 leavesParams;
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// Despawn extra trees in a group if out of range
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if ((this->spawnType == WOOD_SPAWN_SPAWNED) && (this->actor.parent != NULL)) {
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if (!(this->actor.flags & 0x40)) {
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new_var = this->unk_14E[0];
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phi_v0 = 0;
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if (this->unk_14C < 0) {
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phi_v0 = 0x80;
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}
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((EnWood02*)this->actor.parent)->unk_14E[new_var] = phi_v0;
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Actor_Kill(&this->actor);
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return;
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}
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} else if (this->spawnType == WOOD_SPAWN_SPAWNER) {
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EnWood02_SpawnOffspring(this, globalCtx);
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}
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if (this->actor.params <= WOOD_TREE_KAKARIKO_ADULT) {
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if (this->collider.base.acFlags & 2) {
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this->collider.base.acFlags &= ~2;
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Audio_PlayActorSound2(&this->actor, NA_SE_IT_REFLECTION_WOOD);
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}
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if (this->actor.initPosRot.rot.y != 0) {
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dropsSpawnPt = this->actor.posRot.pos;
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dropsSpawnPt.y += 200.0f;
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if ((this->unk_14C >= 0) && (this->unk_14C < 0x64)) {
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Item_DropCollectibleRandom(globalCtx, &this->actor, &dropsSpawnPt, this->unk_14C << 4);
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} else {
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if (this->actor.initPosRot.rot.z != 0) {
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this->actor.initPosRot.rot.z &= 0x1FFF;
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this->actor.initPosRot.rot.z |= 0xE000;
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_SW, dropsSpawnPt.x, dropsSpawnPt.y,
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dropsSpawnPt.z, 0, this->actor.posRot.rot.y, 0, this->actor.initPosRot.rot.z);
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this->actor.initPosRot.rot.z = 0;
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}
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}
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// Spawn falling leaves
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if (this->unk_14C >= -1) {
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leavesParams = WOOD_LEAF_GREEN;
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if ((this->actor.params == WOOD_TREE_OVAL_YELLOW_SPAWNER) ||
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(this->actor.params == WOOD_TREE_OVAL_YELLOW_SPAWNED)) {
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leavesParams = WOOD_LEAF_YELLOW;
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_TREE_SWING);
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for (i = 3; i >= 0; i--) {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_WOOD02, dropsSpawnPt.x, dropsSpawnPt.y,
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dropsSpawnPt.z, 0, Rand_CenteredFloat(65535.0f), 0, leavesParams);
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}
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}
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this->unk_14C = -0x15;
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this->actor.initPosRot.rot.y = 0;
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}
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if (this->actor.xzDistToLink < 600.0f) {
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Collider_CylinderUpdate(&this->actor, &this->collider);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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}
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} else if (this->actor.params < 0x17) { // Bush
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Player* player = PLAYER;
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if (this->unk_14C >= -1) {
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if (((player->rideActor == NULL) && (sqrt(this->actor.xyzDistToLinkSq) < 20.0) &&
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(player->linearVelocity != 0.0f)) ||
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((player->rideActor != NULL) && (sqrt(this->actor.xyzDistToLinkSq) < 60.0) &&
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(player->rideActor->speedXZ != 0.0f))) {
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if ((this->unk_14C >= 0) && (this->unk_14C < 0x64)) {
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.posRot.pos,
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((this->unk_14C << 4) | 0x8000));
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}
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this->unk_14C = -0x15;
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Audio_PlayActorSound2(&this->actor, NA_SE_EV_TREE_SWING);
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}
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}
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} else { // Leaves
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this->unk_14C++;
|
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Math_ApproachF(&this->actor.velocity.x, 0.0f, 1.0f, 5 * 0.01f);
|
||||
Math_ApproachF(&this->actor.velocity.z, 0.0f, 1.0f, 5 * 0.01f);
|
||||
func_8002D7EC(&this->actor);
|
||||
this->actor.shape.rot.z = Math_SinS(3000 * this->unk_14C) * 0x4000;
|
||||
this->unk_14E[0]--;
|
||||
|
||||
if (this->unk_14E[0] == 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
// Wobble from impact
|
||||
if (this->unk_14C < -1) {
|
||||
this->unk_14C++;
|
||||
wobbleAmplitude = Math_SinS((this->unk_14C ^ 0xFFFF) * 0x3332) * 250.0f;
|
||||
this->actor.shape.rot.x = (Math_CosS(this->actor.yawTowardsLink - this->actor.shape.rot.y) * wobbleAmplitude);
|
||||
this->actor.shape.rot.z = (Math_SinS(this->actor.yawTowardsLink - this->actor.shape.rot.y) * wobbleAmplitude);
|
||||
}
|
||||
}
|
||||
|
||||
void EnWood02_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
EnWood02* this = THIS;
|
||||
s16 type;
|
||||
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
|
||||
u8 red;
|
||||
u8 green;
|
||||
u8 blue;
|
||||
|
||||
OPEN_DISPS(gfxCtx, "../z_en_wood02.c", 775);
|
||||
type = this->actor.params;
|
||||
|
||||
if ((type == WOOD_TREE_OVAL_GREEN_SPAWNER) || (type == WOOD_TREE_OVAL_GREEN_SPAWNED) ||
|
||||
(type == WOOD_TREE_OVAL_GREEN) || (type == WOOD_LEAF_GREEN)) {
|
||||
red = 50;
|
||||
green = 170;
|
||||
blue = 70;
|
||||
} else if ((type == WOOD_TREE_OVAL_YELLOW_SPAWNER) || (type == WOOD_TREE_OVAL_YELLOW_SPAWNED) ||
|
||||
(type == WOOD_LEAF_YELLOW)) {
|
||||
red = 180;
|
||||
green = 155;
|
||||
blue = 0;
|
||||
} else {
|
||||
red = green = blue = 255;
|
||||
}
|
||||
|
||||
func_80093D84(gfxCtx);
|
||||
|
||||
if ((this->actor.params == WOOD_LEAF_GREEN) || (this->actor.params == WOOD_LEAF_YELLOW)) {
|
||||
func_80093D18(gfxCtx);
|
||||
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, red, green, blue, 127);
|
||||
Gfx_DrawDListOpa(globalCtx, D_06000700);
|
||||
} else if (D_80B3BF70[this->drawType & 0xF] != NULL) {
|
||||
Gfx_DrawDListOpa(globalCtx, D_80B3BF54[this->drawType & 0xF]);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, red, green, blue, 0);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_wood02.c", 808),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_XLU_DISP++, D_80B3BF70[this->drawType & 0xF]);
|
||||
} else {
|
||||
func_80093D84(gfxCtx);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_wood02.c", 814),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_XLU_DISP++, D_80B3BF54[this->drawType & 0xF]);
|
||||
}
|
||||
|
||||
CLOSE_DISPS(gfxCtx, "../z_en_wood02.c", 840);
|
||||
}
|
||||
|
|
|
@ -8,9 +8,43 @@ struct EnWood02;
|
|||
|
||||
typedef struct EnWood02 {
|
||||
/* 0x0000 */ Actor actor;
|
||||
/* 0x014C */ char unk_14C[0x58];
|
||||
/* 0x014C */ s16 unk_14C;
|
||||
/* 0x014E */ u8 unk_14E[5];
|
||||
/* 0x0153 */ u8 spawnType;
|
||||
/* 0x0154 */ u8 drawType;
|
||||
/* 0x0158 */ ColliderCylinder collider;
|
||||
} EnWood02; // size = 0x01A4
|
||||
|
||||
extern const ActorInit En_Wood02_InitVars;
|
||||
|
||||
// Types with SPAWNED in the name are those that can be managed by a spawner, however the actor allows you to spawn them
|
||||
// on their own without a spawner as well.
|
||||
typedef enum {
|
||||
/* 0x00 */ WOOD_TREE_CONICAL_LARGE,
|
||||
/* 0x01 */ WOOD_TREE_CONICAL_MEDIUM,
|
||||
/* 0x02 */ WOOD_TREE_CONICAL_SMALL,
|
||||
/* 0x03 */ WOOD_TREE_CONICAL_SPAWNER,
|
||||
/* 0x04 */ WOOD_TREE_CONICAL_SPAWNED,
|
||||
/* 0x05 */ WOOD_TREE_OVAL_GREEN,
|
||||
/* 0x06 */ WOOD_TREE_OVAL_YELLOW_SPAWNER,
|
||||
/* 0x07 */ WOOD_TREE_OVAL_YELLOW_SPAWNED,
|
||||
/* 0x08 */ WOOD_TREE_OVAL_GREEN_SPAWNER,
|
||||
/* 0x09 */ WOOD_TREE_OVAL_GREEN_SPAWNED,
|
||||
/* 0x0A */ WOOD_TREE_KAKARIKO_ADULT,
|
||||
/* 0x0B */ WOOD_BUSH_GREEN_SMALL,
|
||||
/* 0x0C */ WOOD_BUSH_GREEN_LARGE,
|
||||
/* 0x0D */ WOOD_BUSH_GREEN_SMALL_SPAWNER,
|
||||
/* 0x0E */ WOOD_BUSH_GREEN_SMALL_SPAWNED,
|
||||
/* 0x0F */ WOOD_BUSH_GREEN_LARGE_SPAWNER,
|
||||
/* 0x10 */ WOOD_BUSH_GREEN_LARGE_SPAWNED,
|
||||
/* 0x11 */ WOOD_BUSH_BLACK_SMALL,
|
||||
/* 0x12 */ WOOD_BUSH_BLACK_LARGE,
|
||||
/* 0x13 */ WOOD_BUSH_BLACK_SMALL_SPAWNER,
|
||||
/* 0x14 */ WOOD_BUSH_BLACK_SMALL_SPAWNED,
|
||||
/* 0x15 */ WOOD_BUSH_BLACK_LARGE_SPAWNER,
|
||||
/* 0x16 */ WOOD_BUSH_BLACK_LARGE_SPAWNED,
|
||||
/* 0x17 */ WOOD_LEAF_GREEN,
|
||||
/* 0x18 */ WOOD_LEAF_YELLOW
|
||||
} WoodType;
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue