Tree Asset Decomp for object_tree (#1278)

* Basic Tree Asset Decomp

* renamed outnames

---------

Co-authored-by: Yoe <you@example.com>
This commit is contained in:
SeDan01 2023-06-09 20:31:39 -04:00 committed by GitHub
parent f05d1723d6
commit e19b139504
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 8 additions and 8 deletions

View File

@ -1,9 +1,9 @@
<Root>
<File Name="object_tree" Segment="6">
<DList Name="object_tree_DL_000680" Offset="0x680" />
<DList Name="object_tree_DL_0007C8" Offset="0x7C8" />
<Texture Name="object_tree_Tex_0008B8" OutName="tex_0008B8" Format="rgba16" Width="32" Height="32" Offset="0x8B8" />
<Texture Name="object_tree_Tex_0010B8" OutName="tex_0010B8" Format="rgba16" Width="32" Height="32" Offset="0x10B8" />
<Collision Name="object_tree_Colheader_001B2C" Offset="0x1B2C" />
<DList Name="gTreeBodyDL" Offset="0x680" />
<DList Name="gTreeLeavesDL" Offset="0x7C8" />
<Texture Name="gTreeBodyTex" OutName="tree_body" Format="rgba16" Width="32" Height="32" Offset="0x8B8" />
<Texture Name="gTreeLeavesTex" OutName="tree_leaves" Format="rgba16" Width="32" Height="32" Offset="0x10B8" />
<Collision Name="gTreeTopCol" Offset="0x1B2C" />
</File>
</Root>

View File

@ -100,7 +100,7 @@ void ObjTree_Init(Actor* thisx, PlayState* play) {
} else {
Actor_SetScale(&this->dyna.actor, 0.1f);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
CollisionHeader_GetVirtual(&object_tree_Colheader_001B2C, &colHeader);
CollisionHeader_GetVirtual(&gTreeTopCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
}
@ -187,11 +187,11 @@ void ObjTree_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL25_Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_tree_DL_000680);
gSPDisplayList(POLY_OPA_DISP++, gTreeBodyDL);
Matrix_RotateZYX(xRot, 0, zRot, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_tree_DL_0007C8);
gSPDisplayList(POLY_OPA_DISP++, gTreeLeavesDL);
CLOSE_DISPS(play->state.gfxCtx);
}