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
5 changed files with 516 additions and 25 deletions
+1 -3
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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
File diff suppressed because it is too large Load Diff
@@ -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
+2 -2
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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",),
-4
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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;