En_Wood02 (#697)

* En_Wood02

* statics£

* PR

* PR
This commit is contained in:
Maide 2022-03-26 01:39:33 +00:00 committed by GitHub
parent 844b5efb6f
commit b7639a7c6f
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5 changed files with 516 additions and 25 deletions

4
spec
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@ -1095,9 +1095,7 @@ beginseg
name "ovl_En_Wood02"
compress
include "build/src/overlays/actors/ovl_En_Wood02/z_en_wood02.o"
include "build/data/ovl_En_Wood02/ovl_En_Wood02.data.o"
include "build/data/ovl_En_Wood02/ovl_En_Wood02.bss.o"
include "build/data/ovl_En_Wood02/ovl_En_Wood02.reloc.o"
include "build/src/overlays/actors/ovl_En_Wood02/ovl_En_Wood02_reloc.o"
endseg
beginseg

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@ -5,6 +5,7 @@
*/
#include "z_en_wood02.h"
#include "objects/object_wood02/object_wood02.h"
#define FLAGS 0x00000000
@ -15,7 +16,28 @@ void EnWood02_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnWood02_Update(Actor* thisx, GlobalContext* globalCtx);
void EnWood02_Draw(Actor* thisx, GlobalContext* globalCtx);
#if 0
/**
* WOOD_SPAWN_SPAWNER is also used by some individual trees: EnWood02_Update also checks for parent before running any
* despawning code.
* */
typedef enum {
/* 0 */ WOOD_SPAWN_NORMAL,
/* 1 */ WOOD_SPAWN_SPAWNED,
/* 2 */ WOOD_SPAWN_SPAWNER
} WoodSpawnType;
typedef enum {
/* 0 */ WOOD_DRAW_TREE_CONICAL,
/* 1 */ WOOD_DRAW_TREE_OVAL,
/* 2 */ WOOD_DRAW_TREE_KAKARIKO_ADULT,
/* 3 */ WOOD_DRAW_BUSH_GREEN,
/* 4 */ WOOD_DRAW_4, // Used for black bushes and green leaves
/* 5 */ WOOD_DRAW_LEAF_YELLOW
} WoodDrawType;
static f32 sSpawnCos;
static f32 sSpawnSin;
const ActorInit En_Wood02_InitVars = {
ACTOR_EN_WOOD02,
ACTORCAT_PROP,
@ -28,29 +50,464 @@ const ActorInit En_Wood02_InitVars = {
(ActorFunc)EnWood02_Draw,
};
// static ColliderCylinderInit sCylinderInit = {
static ColliderCylinderInit D_808C4D00 = {
{ COLTYPE_TREE, AT_NONE, AC_ON | AC_HARD | AC_TYPE_PLAYER, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_1, COLSHAPE_CYLINDER, },
{ ELEMTYPE_UNK5, { 0x00000000, 0x00, 0x00 }, { 0x0100020A, 0x00, 0x00 }, TOUCH_NONE | TOUCH_SFX_NORMAL, BUMP_ON, OCELEM_ON, },
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_TREE,
AT_NONE,
AC_ON | AC_HARD | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK5,
{ 0x00000000, 0x00, 0x00 },
{ 0x0100020A, 0x00, 0x00 },
TOUCH_NONE | TOUCH_SFX_NORMAL,
BUMP_ON,
OCELEM_ON,
},
{ 18, 60, 0, { 0, 0, 0 } },
};
#endif
static f32 sSpawnDistance[] = { 707.0f, 525.0f, 510.0f, 500.0f, 566.0f, 141.0f };
extern ColliderCylinderInit D_808C4D00;
static s16 sSpawnAngle[] = { 0x1FFF, 0x4C9E, 0x77F5, 0xA5C9, -0x293D, 0xA000 };
extern UNK_TYPE D_06000700;
static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 5600, ICHAIN_STOP),
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Wood02/func_808C3C00.s")
Gfx* D_808C4D54[] = {
object_wood02_DL_0078D0, object_wood02_DL_007CA0, object_wood02_DL_008160, object_wood02_DL_000090,
object_wood02_DL_000340, object_wood02_DL_000340, object_wood02_DL_000700,
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Wood02/func_808C3D28.s")
Gfx* D_808C4D70[] = {
object_wood02_DL_007968,
object_wood02_DL_007D38,
object_wood02_DL_0080D0,
NULL,
NULL,
NULL,
object_wood02_DL_007AD0,
object_wood02_DL_007E20,
object_wood02_DL_009340,
object_wood02_DL_000160,
object_wood02_DL_000440,
object_wood02_DL_000700,
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Wood02/EnWood02_Init.s")
s32 EnWood02_SpawnZoneCheck(EnWood02* this, GlobalContext* globalCtx, Vec3f* arg2) {
f32 phi_f12;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Wood02/EnWood02_Destroy.s")
SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->viewProjectionMtxF, arg2, &this->actor.projectedPos,
&this->actor.projectedW);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Wood02/func_808C4458.s")
if (this->actor.projectedW == 0.0f) {
phi_f12 = 1000.0f;
} else {
phi_f12 = fabsf(1.0f / this->actor.projectedW);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Wood02/EnWood02_Update.s")
if (((-this->actor.uncullZoneScale < this->actor.projectedPos.z) &&
(this->actor.projectedPos.z < (this->actor.uncullZoneForward + this->actor.uncullZoneScale)) &&
(((fabsf(this->actor.projectedPos.x) - this->actor.uncullZoneScale) * phi_f12) < 1.0f)) &&
(((this->actor.projectedPos.y + this->actor.uncullZoneDownward) * phi_f12) > -1.0f) &&
(((this->actor.projectedPos.y - this->actor.uncullZoneScale) * phi_f12) < 1.0f)) {
return true;
}
return false;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Wood02/EnWood02_Draw.s")
/** Spawns similar-looking trees or bushes only when the player is sufficiently close. Presumably done this way to keep
* memory usage down in Hyrule Field. */
void EnWood02_SpawnOffspring(EnWood02* this, GlobalContext* globalCtx) {
EnWood02* child;
s32 extraRot;
Vec3f childPos;
s32 unk;
s32 i;
s16 childParams;
for (i = 4; i >= 0; i--) {
extraRot = 0;
if (!(this->unk_14A[i] & 0x7F)) {
if (this->actor.params == WOOD_BUSH_GREEN_LARGE_SPAWNER) {
extraRot = 0x4000;
}
sSpawnCos = Math_CosS(sSpawnAngle[i] + this->actor.world.rot.y + extraRot);
sSpawnSin = Math_SinS(sSpawnAngle[i] + this->actor.world.rot.y + extraRot);
childPos.x = (sSpawnDistance[i] * sSpawnSin) + this->actor.home.pos.x;
childPos.y = this->actor.home.pos.y;
childPos.z = (sSpawnDistance[i] * sSpawnCos) + this->actor.home.pos.z;
if (EnWood02_SpawnZoneCheck(this, globalCtx, &childPos)) {
if (this->unk_14A[i] & 0x80) {
unk = 0;
} else {
unk = this->actor.home.rot.z;
}
childParams = ((this->unk_144 << 8) & 0xFF00) | (this->actor.params + 1);
child = (EnWood02*)Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_WOOD02,
childPos.x, childPos.y, childPos.z, this->actor.world.rot.x,
sSpawnAngle[i], unk, childParams);
if (child != NULL) {
child->unk_14A[0] = i;
this->unk_14A[i] |= 1;
child->actor.projectedPos = this->actor.projectedPos;
} else {
this->unk_14A[i] &= 0x80;
}
}
}
}
}
void EnWood02_Init(Actor* thisx, GlobalContext* globalCtx) {
s16 spawnType = 0;
f32 actorScale = 1.0f;
EnWood02* this = THIS;
s32 pad;
CollisionPoly* outPoly;
s32 bgId;
f32 floorY;
s16 extraRot;
this->actor.world.rot.z = 0;
this->unk_144 = ENWOOD02_GET_FF00(&this->actor);
this->unk_146 = -1;
this->actor.shape.rot.z = this->actor.world.rot.z;
if (this->unk_144 & 0x80) {
this->unk_144 = -1;
}
this->actor.params &= 0xFF;
this->unk_148 = this->actor.home.rot.z;
Actor_ProcessInitChain(&this->actor, sInitChain);
if ((this->actor.params < WOOD_BUSH_GREEN_SMALL) || (this->actor.params == WOOD_TREE_SPECIAL)) {
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
}
if ((this->actor.params == WOOD_TREE_SPECIAL) && !gSaveContext.isNight && (this->unk_144 != -1) &&
!Flags_GetCollectible(globalCtx, this->unk_144)) {
this->actor.child =
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_ANI, this->actor.world.pos.x,
this->actor.world.pos.y + 120.0f, this->actor.world.pos.z - 15.0f, 0, 0, 0, 1);
if (this->actor.child != NULL) {
this->actor.child->cutscene = this->actor.cutscene;
}
this->unk_151 = 1;
} else {
this->actor.child = NULL;
this->unk_151 = 0;
}
switch (this->actor.params) {
case WOOD_BUSH_GREEN_LARGE_SPAWNER:
case WOOD_BUSH_BLACK_LARGE_SPAWNER:
spawnType = 1;
case WOOD_BUSH_GREEN_LARGE_SPAWNED:
case WOOD_BUSH_BLACK_LARGE_SPAWNED:
spawnType++;
case WOOD_TREE_CONICAL_LARGE:
case WOOD_BUSH_GREEN_LARGE:
case WOOD_BUSH_BLACK_LARGE:
case WOOD_TREE_SPECIAL:
actorScale = 1.5f;
this->actor.uncullZoneForward = 4000.0f;
this->actor.uncullZoneScale = 2000.0f;
this->actor.uncullZoneDownward = 2400.0f;
break;
case WOOD_TREE_CONICAL_SPAWNER:
case WOOD_TREE_OVAL_YELLOW_SPAWNER:
case WOOD_TREE_OVAL_GREEN_SPAWNER:
case WOOD_BUSH_GREEN_SMALL_SPAWNER:
case WOOD_BUSH_BLACK_SMALL_SPAWNER:
spawnType = 1;
case WOOD_TREE_CONICAL_SPAWNED:
case WOOD_TREE_OVAL_YELLOW_SPAWNED:
case WOOD_TREE_OVAL_GREEN_SPAWNED:
case WOOD_BUSH_GREEN_SMALL_SPAWNED:
case WOOD_BUSH_BLACK_SMALL_SPAWNED:
spawnType++;
case WOOD_TREE_CONICAL_MEDIUM:
case WOOD_TREE_OVAL_GREEN:
case WOOD_TREE_KAKARIKO_ADULT:
case WOOD_BUSH_GREEN_SMALL:
case WOOD_BUSH_BLACK_SMALL:
this->actor.uncullZoneForward = 4000.0f;
this->actor.uncullZoneScale = 800.0f;
this->actor.uncullZoneDownward = 1800.0f;
break;
case WOOD_TREE_CONICAL_SMALL:
actorScale = 0.6f;
this->actor.uncullZoneForward = 4000.0f;
this->actor.uncullZoneScale = 400.0f;
this->actor.uncullZoneDownward = 1000.0f;
break;
case WOOD_LEAF_GREEN:
case WOOD_LEAF_YELLOW:
this->unk_14A[0] = 75;
actorScale = 0.02f;
this->actor.velocity.x = randPlusMinusPoint5Scaled(6.0f);
this->actor.velocity.z = randPlusMinusPoint5Scaled(6.0f);
this->actor.velocity.y = (Rand_ZeroOne() * 1.25f) + -3.1f;
break;
}
if (this->actor.params < WOOD_TREE_OVAL_GREEN) {
this->drawType = WOOD_DRAW_TREE_CONICAL;
} else if (this->actor.params < WOOD_TREE_KAKARIKO_ADULT) {
this->drawType = WOOD_DRAW_TREE_OVAL;
} else if (this->actor.params < WOOD_BUSH_GREEN_SMALL) {
this->drawType = WOOD_DRAW_TREE_KAKARIKO_ADULT;
} else if (this->actor.params < WOOD_BUSH_BLACK_SMALL) {
this->drawType = WOOD_DRAW_BUSH_GREEN;
} else if (this->actor.params < WOOD_LEAF_YELLOW) {
this->drawType = WOOD_DRAW_4;
} else if (this->actor.params == WOOD_TREE_SPECIAL) {
this->drawType = WOOD_DRAW_TREE_CONICAL;
} else {
this->drawType = WOOD_DRAW_LEAF_YELLOW;
}
Actor_SetScale(&this->actor, actorScale);
this->spawnType = spawnType;
if (spawnType != WOOD_SPAWN_NORMAL) {
extraRot = 0;
if (this->actor.params == WOOD_BUSH_GREEN_LARGE_SPAWNER) {
extraRot = 0x4000;
}
if (spawnType == WOOD_SPAWN_SPAWNER) {
EnWood02_SpawnOffspring(this, globalCtx);
sSpawnCos = Math_CosS(sSpawnAngle[5] + this->actor.world.rot.y + extraRot);
sSpawnSin = Math_SinS(sSpawnAngle[5] + this->actor.world.rot.y + extraRot);
this->actor.world.pos.x += sSpawnSin * sSpawnDistance[5];
this->actor.world.pos.z += sSpawnCos * sSpawnDistance[5];
} else {
this->actor.flags |= ACTOR_FLAG_10;
this->unk_151 = 2;
}
// Snap to floor, or remove if over void
this->actor.world.pos.y += 200.0f;
floorY = BgCheck_EntityRaycastFloor5(&globalCtx->colCtx, &outPoly, &bgId, &this->actor, &this->actor.world.pos);
if (floorY > BGCHECK_Y_MIN) {
this->actor.world.pos.y = floorY;
} else {
Actor_MarkForDeath(&this->actor);
return;
}
}
ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
this->actor.home.rot.y = 0;
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
}
void EnWood02_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnWood02* this = THIS;
if ((this->actor.params < WOOD_BUSH_GREEN_SMALL) || (this->actor.params == WOOD_TREE_SPECIAL)) {
Collider_DestroyCylinder(globalCtx, &this->collider);
}
}
void func_808C4458(EnWood02* this, GlobalContext* globalCtx, Vec3f* arg2, u16 arg3) {
s32 pad[2];
s32 sp24;
if (this->unk_148 != 0) {
if ((this->unk_144 == -1) || !Flags_GetCollectible(globalCtx, this->unk_144)) {
if ((this->unk_148 < 0) && (this->unk_148 >= -0x10)) {
if (arg3 & 1) {
Item_DropCollectibleRandom(globalCtx, &this->actor, arg2, ((-1 - this->unk_148) * 0x10) | 0x8000);
} else {
Item_DropCollectibleRandom(globalCtx, &this->actor, arg2, (-1 - this->unk_148) * 0x10);
}
} else if (this->unk_148 > 0) {
sp24 = func_800A8150(this->unk_148 - 1);
if (sp24 >= 0) {
if (this->unk_144 == -1) {
Item_DropCollectible(globalCtx, arg2, sp24);
} else {
Item_DropCollectible(globalCtx, arg2, ((this->unk_144 & 0x7F) << 8) | sp24);
}
}
}
}
this->unk_148 = 0;
}
}
void EnWood02_Update(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
EnWood02* this = THIS;
f32 wobbleAmplitude;
// Despawn extra trees in a group if out of range
if ((this->spawnType == WOOD_SPAWN_SPAWNED) && (thisx->parent != NULL)) {
if (!(thisx->flags & 0x40) && (this->unk_151 != 2)) {
s32 index = this->unk_14A[0];
s32 phi_v0 = 0;
if (this->unk_148 == 0) {
phi_v0 = 0x80;
}
((EnWood02*)thisx->parent)->unk_14A[index] = phi_v0;
Actor_MarkForDeath(thisx);
return;
}
this->unk_151 = 0;
} else if (this->spawnType == WOOD_SPAWN_SPAWNER) {
EnWood02_SpawnOffspring(this, globalCtx);
}
if ((thisx->params < WOOD_BUSH_GREEN_SMALL) || (thisx->params == WOOD_TREE_SPECIAL)) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
Actor_PlaySfxAtPos(thisx, NA_SE_IT_REFLECTION_WOOD);
}
if (thisx->home.rot.y != 0) {
Vec3f dropsSpawnPt = thisx->world.pos;
dropsSpawnPt.y += 200.0f;
func_808C4458(this, globalCtx, &dropsSpawnPt, 0);
// Spawn falling leaves
if (this->unk_146 >= -1) {
s32 i;
s32 leavesParams = WOOD_LEAF_GREEN;
if ((thisx->params == WOOD_TREE_OVAL_YELLOW_SPAWNER) ||
(thisx->params == WOOD_TREE_OVAL_YELLOW_SPAWNED)) {
leavesParams = WOOD_LEAF_YELLOW;
}
Actor_PlaySfxAtPos(thisx, NA_SE_EV_TREE_SWING);
for (i = 3; i >= 0; i--) {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_WOOD02, dropsSpawnPt.x, dropsSpawnPt.y,
dropsSpawnPt.z, 0, randPlusMinusPoint5Scaled(0xFFFF), 0, leavesParams);
}
}
if ((thisx->child != NULL) && (this->unk_151 == 1)) {
thisx->child->home.rot.x = 1;
this->unk_151 = 0;
}
if ((thisx->params == WOOD_TREE_SPECIAL) && (this->unk_144 != -1)) {
Flags_SetCollectible(globalCtx, this->unk_144);
this->unk_144 = -1;
}
this->unk_146 = -0x15;
thisx->home.rot.y = 0;
}
if (thisx->xzDistToPlayer < 600.0f) {
Collider_UpdateCylinder(thisx, &this->collider);
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
} else if ((thisx->params < WOOD_LEAF_GREEN) || (thisx->params == WOOD_TREE_SPECIAL)) { // not leaves
Player* player = GET_PLAYER(globalCtx);
if ((this->unk_146 >= -1) && (((player->rideActor == NULL) && (sqrtf(thisx->xyzDistToPlayerSq) < 20.0f) &&
(player->linearVelocity != 0.0f)) ||
((player->rideActor != NULL) && (sqrtf(thisx->xyzDistToPlayerSq) < 60.0f) &&
(player->rideActor->speedXZ != 0.0f)))) {
func_808C4458(this, globalCtx, &thisx->world.pos, 1);
this->unk_146 = -0x15;
Actor_PlaySfxAtPos(thisx, NA_SE_EV_TREE_SWING);
}
} else { // Leaves
this->unk_146++;
Math_ApproachF(&thisx->velocity.x, 0.0f, 1.0f, 5.0f * 0.01f);
Math_ApproachF(&thisx->velocity.z, 0.0f, 1.0f, 5.0f * 0.01f);
Actor_UpdatePos(thisx);
thisx->shape.rot.z = Math_SinS(this->unk_146 * 0xBB8) * 16384.0f;
this->unk_14A[0]--;
if (this->unk_14A[0] == 0) {
Actor_MarkForDeath(thisx);
}
}
// Wobble from impact
if (this->unk_146 < -1) {
this->unk_146++;
wobbleAmplitude = Math_SinS((this->unk_146 ^ 0xFFFF) * 0x3332) * 250.0f;
thisx->shape.rot.x = Math_CosS(thisx->yawTowardsPlayer - thisx->shape.rot.y) * wobbleAmplitude;
thisx->shape.rot.z = Math_SinS(thisx->yawTowardsPlayer - thisx->shape.rot.y) * wobbleAmplitude;
}
}
void EnWood02_Draw(Actor* thisx, GlobalContext* globalCtx) {
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
s16 type;
s16 pad;
u8 red;
u8 green;
u8 blue;
OPEN_DISPS(gfxCtx);
type = thisx->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_8012C2DC(gfxCtx);
if ((thisx->params == WOOD_LEAF_GREEN) || (thisx->params == WOOD_LEAF_YELLOW)) {
func_8012C28C(gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, red, green, blue, 127);
Gfx_DrawDListOpa(globalCtx, object_wood02_DL_000700);
} else if (D_808C4D70[THIS->drawType & 0xF] != NULL) {
Gfx_DrawDListOpa(globalCtx, D_808C4D54[THIS->drawType & 0xF]);
gDPSetEnvColor(POLY_XLU_DISP++, red, green, blue, 0);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, D_808C4D70[THIS->drawType & 0xF]);
} else {
func_8012C2DC(gfxCtx);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, D_808C4D54[THIS->drawType & 0xF]);
}
CLOSE_DISPS(gfxCtx);
}

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@ -5,11 +5,51 @@
struct EnWood02;
#define ENWOOD02_GET_FF00(thisx) (((thisx)->params >> 8) & 0xFF)
typedef struct EnWood02 {
/* 0x000 */ Actor actor;
/* 0x144 */ char unk_144[0x5C];
/* 0x144 */ s16 unk_144;
/* 0x146 */ s16 unk_146;
/* 0x148 */ s16 unk_148;
/* 0x14A */ u8 unk_14A[5];
/* 0x14F */ u8 spawnType;
/* 0x150 */ u8 drawType;
/* 0x151 */ u8 unk_151;
/* 0x154 */ ColliderCylinder collider;
} EnWood02; // size = 0x1A0
// 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,
/* 0x1A */ WOOD_TREE_SPECIAL = 0x1A
} WoodType;
extern const ActorInit En_Wood02_InitVars;
#endif // Z_EN_WOOD02_H

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@ -6142,8 +6142,8 @@
0x808C3A78:("BgKeikokuSpr_Destroy",),
0x808C3A88:("BgKeikokuSpr_Update",),
0x808C3A98:("BgKeikokuSpr_Draw",),
0x808C3C00:("func_808C3C00",),
0x808C3D28:("func_808C3D28",),
0x808C3C00:("EnWood02_SpawnZoneCheck",),
0x808C3D28:("EnWood02_SpawnOffspring",),
0x808C3F30:("EnWood02_Init",),
0x808C4414:("EnWood02_Destroy",),
0x808C4458:("func_808C4458",),

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@ -1790,10 +1790,6 @@ D_06001690 = 0x06001690;
D_06005870 = 0x06005870;
D_06005C64 = 0x06005C64;
// ovl_En_Wood02
D_06000700 = 0x06000700;
// ovl_En_Zl4
D_06013328 = 0x06013328;