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authorDragorn421 <Dragorn421@users.noreply.github.com>2026-10-14 20:19:57 +0200
committerGitHub <noreply@github.com>2026-10-14 18:19:57 +0000
commit8a3634ca774a9b58d822cbc2cc09309f31eac6a4 (patch)
treea4ad1ee95b2ed3f91d74918e1b358ee4707bf337 /src
parent1ad9f7f4bf5f11eb1836c0c225336c58b6f1e2f9 (diff)
[cc0 oot] EnKusa (#2819)HEADmain
* [cc0 oot] EnKusa * EnKusa review
Diffstat (limited to 'src')
-rw-r--r--src/overlays/actors/ovl_En_Kusa/z_en_kusa.c221
-rw-r--r--src/overlays/actors/ovl_En_Kusa/z_en_kusa.h12
2 files changed, 98 insertions, 135 deletions
diff --git a/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c b/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c
index 4986986fe..3eba9a073 100644
--- a/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c
+++ b/src/overlays/actors/ovl_En_Kusa/z_en_kusa.c
@@ -1,9 +1,3 @@
-/*
- * File: z_en_kusa.c
- * Overlay: ovl_en_kusa
- * Description: Bush
- */
-
#include "z_en_kusa.h"
#include "src/overlays/actors/ovl_En_Insect/z_en_insect.h"
#include "src/overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
@@ -14,13 +8,12 @@
#include "printf.h"
#include "rand.h"
#include "sfx.h"
-#include "stack_pad.h"
-#include "terminal.h"
-#include "translation.h"
#include "z_en_item00.h"
#include "z_lib.h"
#include "effect.h"
#include "play_state.h"
+#include "stack_pad.h"
+#include "translation.h"
#include "assets/objects/gameplay_keep/cuttable_shrub.h"
#include "assets/objects/gameplay_field_keep/gameplay_field_keep.h"
@@ -31,30 +24,28 @@
void EnKusa_Init(Actor* thisx, PlayState* play);
void EnKusa_Destroy(Actor* thisx, PlayState* play2);
void EnKusa_Update(Actor* thisx, PlayState* play);
-void EnKusa_Draw(Actor* thisx, PlayState* play);
-void EnKusa_SetupLiftedUp(EnKusa* this);
void EnKusa_SetupWaitForObject(EnKusa* this);
+void EnKusa_WaitForObject(EnKusa* this, PlayState* play);
void EnKusa_SetupMain(EnKusa* this);
+void EnKusa_Main(EnKusa* this, PlayState* play);
+void EnKusa_SetupCarried(EnKusa* this);
+void EnKusa_Carried(EnKusa* this, PlayState* play);
void EnKusa_SetupFall(EnKusa* this);
-void EnKusa_SetupCut(EnKusa* this);
-void EnKusa_SetupUprootedWaitRegrow(EnKusa* this);
-void EnKusa_SetupRegrow(EnKusa* this);
-
void EnKusa_Fall(EnKusa* this, PlayState* play);
-void EnKusa_WaitForObject(EnKusa* this, PlayState* play);
-void EnKusa_Main(EnKusa* this, PlayState* play);
-void EnKusa_LiftedUp(EnKusa* this, PlayState* play);
+void EnKusa_SetupCut(EnKusa* this);
void EnKusa_CutWaitRegrow(EnKusa* this, PlayState* play);
void EnKusa_DoNothing(EnKusa* this, PlayState* play);
+void EnKusa_SetupUprootedWaitRegrow(EnKusa* this);
void EnKusa_UprootedWaitRegrow(EnKusa* this, PlayState* play);
+void EnKusa_SetupRegrow(EnKusa* this);
void EnKusa_Regrow(EnKusa* this, PlayState* play);
+void EnKusa_Draw(Actor* thisx, PlayState* play);
static s16 rotSpeedXtarget = 0;
static s16 rotSpeedX = 0;
static s16 rotSpeedYtarget = 0;
static s16 rotSpeedY = 0;
-
ActorProfile En_Kusa_Profile = {
/**/ ACTOR_EN_KUSA,
/**/ ACTORCAT_PROP,
@@ -67,7 +58,11 @@ ActorProfile En_Kusa_Profile = {
/**/ NULL,
};
-static s16 sObjectIds[] = { OBJECT_GAMEPLAY_FIELD_KEEP, OBJECT_KUSA, OBJECT_KUSA };
+static s16 sRequiredObjectIds[] = {
+ OBJECT_GAMEPLAY_FIELD_KEEP,
+ OBJECT_KUSA,
+ OBJECT_KUSA,
+};
static ColliderCylinderInit sCylinderInit = {
{
@@ -91,14 +86,16 @@ static ColliderCylinderInit sCylinderInit = {
static CollisionCheckInfoInit sColChkInfoInit = { 0, 12, 30, MASS_IMMOVABLE };
-static Vec3f sUnitDirections[] = {
+static Vec3f sUnitDirections[4] = {
{ 0.0f, 0.7071f, 0.7071f },
{ 0.7071f, 0.7071f, 0.0f },
{ 0.0f, 0.7071f, -0.7071f },
{ -0.7071f, 0.7071f, 0.0f },
};
-static s16 sFragmentScales[] = { 108, 102, 96, 84, 66, 55, 42, 38 };
+static s16 sFragmentScales[8] = {
+ 108, 102, 96, 84, 66, 55, 42, 38,
+};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 400, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -3200, ICHAIN_CONTINUE),
@@ -106,26 +103,30 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32(cullingVolumeScale, 100, ICHAIN_CONTINUE), ICHAIN_F32(cullingVolumeDownward, 120, ICHAIN_STOP),
};
+static Gfx* sDLists[3] = {
+ gFieldBushDL,
+ object_kusa_DL_000140,
+ object_kusa_DL_000140,
+};
+
void EnKusa_SetupAction(EnKusa* this, EnKusaActionFunc actionFunc) {
this->timer = 0;
this->actionFunc = actionFunc;
}
-s32 EnKusa_SnapToFloor(EnKusa* this, PlayState* play, f32 yOffset) {
+s32 EnKusa_SnapToGround(EnKusa* this, PlayState* play, f32 offsetY) {
STACK_PAD(s32);
CollisionPoly* groundPoly;
Vec3f pos;
s32 bgId;
- f32 floorY;
+ f32 groundY;
pos.x = this->actor.world.pos.x;
pos.y = this->actor.world.pos.y + 30.0f;
pos.z = this->actor.world.pos.z;
-
- floorY = BgCheck_EntityRaycastDown4(&play->colCtx, &groundPoly, &bgId, &this->actor, &pos);
-
- if (floorY > BGCHECK_Y_MIN) {
- this->actor.world.pos.y = floorY + yOffset;
+ groundY = BgCheck_EntityRaycastDown4(&play->colCtx, &groundPoly, &bgId, &this->actor, &pos);
+ if (groundY > BGCHECK_Y_MIN) {
+ this->actor.world.pos.y = groundY + offsetY;
Math_Vec3f_Copy(&this->actor.home.pos, &this->actor.world.pos);
return true;
} else {
@@ -137,18 +138,18 @@ s32 EnKusa_SnapToFloor(EnKusa* this, PlayState* play, f32 yOffset) {
}
void EnKusa_DropCollectible(EnKusa* this, PlayState* play) {
- s16 dropParams;
+ s16 dropTable;
+ STACK_PAD(s32);
switch (PARAMS_GET_U(this->actor.params, 0, 2)) {
case ENKUSA_TYPE_0:
case ENKUSA_TYPE_2:
- dropParams = PARAMS_GET_U(this->actor.params, 8, 4);
-
- if (dropParams >= COLLECTIBLE_DROP_TABLE_13) {
- dropParams = COLLECTIBLE_DROP_TABLE_0;
+ dropTable = PARAMS_GET_U(this->actor.params, 8, 4);
+ if (dropTable >= COLLECTIBLE_DROP_TABLE_13) {
+ dropTable = COLLECTIBLE_DROP_TABLE_0;
}
Item_DropCollectibleRandom(play, NULL, &this->actor.world.pos,
- COLLECTIBLE_DROP_RANDOM_PARAMS(dropParams, false));
+ COLLECTIBLE_DROP_RANDOM_PARAMS(dropTable, false));
break;
case ENKUSA_TYPE_1:
if (Rand_ZeroOne() < 0.5f) {
@@ -162,7 +163,6 @@ void EnKusa_DropCollectible(EnKusa* this, PlayState* play) {
void EnKusa_UpdateVelY(EnKusa* this) {
this->actor.velocity.y += this->actor.gravity;
-
if (this->actor.velocity.y < this->actor.minVelocityY) {
this->actor.velocity.y = this->actor.minVelocityY;
}
@@ -181,42 +181,35 @@ void EnKusa_SetScaleSmall(EnKusa* this) {
this->actor.scale.z = 0.120000005f;
}
-void EnKusa_SpawnFragments(EnKusa* this, PlayState* play) {
- Vec3f velocity;
- Vec3f pos;
- s32 i;
- s32 scaleIndex;
+void EnKusa_SpawnFragmentsEffects(EnKusa* this, PlayState* play) {
+ Vec3f effVel;
+ Vec3f effPos;
Vec3f* dir;
+ s32 scaleIndex;
+ s32 i;
STACK_PAD(s32);
for (i = 0; i < ARRAY_COUNT(sUnitDirections); i++) {
dir = &sUnitDirections[i];
-
- pos.x = this->actor.world.pos.x + (dir->x * this->actor.scale.x * 20.0f);
- pos.y = this->actor.world.pos.y + (dir->y * this->actor.scale.y * 20.0f) + 10.0f;
- pos.z = this->actor.world.pos.z + (dir->z * this->actor.scale.z * 20.0f);
-
- velocity.x = (Rand_ZeroOne() - 0.5f) * 8.0f;
- velocity.y = Rand_ZeroOne() * 10.0f;
- velocity.z = (Rand_ZeroOne() - 0.5f) * 8.0f;
-
+ effPos.x = this->actor.world.pos.x + (dir->x * this->actor.scale.x * 20.0f);
+ effPos.y = this->actor.world.pos.y + (dir->y * this->actor.scale.y * 20.0f) + 10.0f;
+ effPos.z = this->actor.world.pos.z + (dir->z * this->actor.scale.z * 20.0f);
+ effVel.x = (Rand_ZeroOne() - 0.5f) * 8.0f;
+ effVel.y = Rand_ZeroOne() * 10.0f;
+ effVel.z = (Rand_ZeroOne() - 0.5f) * 8.0f;
scaleIndex = (s32)(Rand_ZeroOne() * 111.1f) & 7;
-
- EffectSsKakera_Spawn(play, &pos, &velocity, &pos, -100, 64, 40, 3, 0, sFragmentScales[scaleIndex], 0, 0, 80,
- KAKERA_COLOR_NONE, OBJECT_GAMEPLAY_KEEP, gCuttableShrubStalkDL);
-
- pos.x = this->actor.world.pos.x + (dir->x * this->actor.scale.x * 40.0f);
- pos.y = this->actor.world.pos.y + (dir->y * this->actor.scale.y * 40.0f) + 10.0f;
- pos.z = this->actor.world.pos.z + (dir->z * this->actor.scale.z * 40.0f);
-
- velocity.x = (Rand_ZeroOne() - 0.5f) * 6.0f;
- velocity.y = Rand_ZeroOne() * 10.0f;
- velocity.z = (Rand_ZeroOne() - 0.5f) * 6.0f;
-
+ EffectSsKakera_Spawn(play, &effPos, &effVel, &effPos, -100, 0x40, 0x28, 3, 0, sFragmentScales[scaleIndex], 0, 0,
+ 80, -1, 1, gCuttableShrubStalkDL);
+
+ effPos.x = this->actor.world.pos.x + (dir->x * this->actor.scale.x * 40.0f);
+ effPos.y = this->actor.world.pos.y + (dir->y * this->actor.scale.y * 40.0f) + 10.0f;
+ effPos.z = this->actor.world.pos.z + (dir->z * this->actor.scale.z * 40.0f);
+ effVel.x = (Rand_ZeroOne() - 0.5f) * 6.0f;
+ effVel.y = Rand_ZeroOne() * 10.0f;
+ effVel.z = (Rand_ZeroOne() - 0.5f) * 6.0f;
scaleIndex = (s32)(Rand_ZeroOne() * 111.1f) % 7;
-
- EffectSsKakera_Spawn(play, &pos, &velocity, &pos, -100, 64, 40, 3, 0, sFragmentScales[scaleIndex], 0, 0, 80,
- KAKERA_COLOR_NONE, OBJECT_GAMEPLAY_KEEP, gCuttableShrubTipDL);
+ EffectSsKakera_Spawn(play, &effPos, &effVel, &effPos, -100, 0x40, 0x28, 3, 0, sFragmentScales[scaleIndex], 0, 0,
+ 80, -1, 1, gCuttableShrubTipDL);
}
}
@@ -224,11 +217,9 @@ void EnKusa_SpawnBugs(EnKusa* this, PlayState* play) {
s32 i;
for (i = 0; i < 3; i++) {
- Actor* bug =
- Actor_Spawn(&play->actorCtx, play, ACTOR_EN_INSECT, this->actor.world.pos.x, this->actor.world.pos.y,
- this->actor.world.pos.z, 0, Rand_ZeroOne() * 0xFFFF, 0, INSECT_TYPE_SPAWNED);
-
- if (bug == NULL) {
+ if (Actor_Spawn(&play->actorCtx, play, ACTOR_EN_INSECT, this->actor.world.pos.x, this->actor.world.pos.y,
+ this->actor.world.pos.z, 0, TRUNCF_BINANG(Rand_ZeroOne() * 0xFFFF), 0,
+ INSECT_TYPE_SPAWNED) == NULL) {
break;
}
}
@@ -246,36 +237,26 @@ void EnKusa_Init(Actor* thisx, PlayState* play) {
EnKusa* this = (EnKusa*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
-
if (play->csCtx.state != CS_STATE_IDLE) {
this->actor.cullingVolumeDistance += 1000.0f;
}
-
- EnKusa_InitCollider(thisx, play);
+ EnKusa_InitCollider(&this->actor, play);
CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit);
-
if (this->actor.shape.rot.y == 0) {
- s16 rand = Rand_ZeroFloat(0x10000);
-
- this->actor.world.rot.y = rand;
- this->actor.home.rot.y = rand;
- this->actor.shape.rot.y = rand;
+ this->actor.shape.rot.y = this->actor.home.rot.y = this->actor.world.rot.y = (s16)(s32)Rand_ZeroFloat(65536.0f);
}
-
- if (!EnKusa_SnapToFloor(this, play, 0.0f)) {
+ if (!EnKusa_SnapToGround(this, play, 0.0f)) {
Actor_Kill(&this->actor);
return;
}
-
- this->requiredObjectSlot = Object_GetSlot(&play->objectCtx, sObjectIds[PARAMS_GET_U(thisx->params, 0, 2)]);
-
+ this->requiredObjectSlot =
+ Object_GetSlot(&play->objectCtx, sRequiredObjectIds[PARAMS_GET_U(this->actor.params, 0, 2)]);
if (this->requiredObjectSlot < 0) {
PRINTF(T("Error : バンク危険! (arg_data 0x%04x)(%s %d)\n", "Error : Bank danger! (arg_data 0x%04x)(%s %d)\n"),
- thisx->params, "../z_en_kusa.c", 561);
+ this->actor.params, "../z_en_kusa.c", 561);
Actor_Kill(&this->actor);
return;
}
-
EnKusa_SetupWaitForObject(this);
}
@@ -297,7 +278,6 @@ void EnKusa_WaitForObject(EnKusa* this, PlayState* play) {
} else {
EnKusa_SetupMain(this);
}
-
this->actor.draw = EnKusa_Draw;
this->actor.objectSlot = this->requiredObjectSlot;
this->actor.flags &= ~ACTOR_FLAG_UPDATE_CULLING_DISABLED;
@@ -313,34 +293,29 @@ void EnKusa_Main(EnKusa* this, PlayState* play) {
STACK_PAD(s32);
if (Actor_HasParent(&this->actor, play)) {
- EnKusa_SetupLiftedUp(this);
+ EnKusa_SetupCarried(this);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_PL_PULL_UP_PLANT);
} else if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
- EnKusa_SpawnFragments(this, play);
+ EnKusa_SpawnFragmentsEffects(this, play);
EnKusa_DropCollectible(this, play);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EV_PLANT_BROKEN);
-
if (PARAMS_GET_U(this->actor.params, 4, 1)) {
EnKusa_SpawnBugs(this, play);
}
-
if (PARAMS_GET_U(this->actor.params, 0, 2) == ENKUSA_TYPE_0) {
Actor_Kill(&this->actor);
return;
}
-
EnKusa_SetupCut(this);
this->actor.flags |= ACTOR_FLAG_GRASS_DESTROYED;
} else {
if (!(this->collider.base.ocFlags1 & OC1_TYPE_PLAYER) && (this->actor.xzDistToPlayer > 12.0f)) {
this->collider.base.ocFlags1 |= OC1_TYPE_PLAYER;
}
-
if (this->actor.xzDistToPlayer < 600.0f) {
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
-
if (this->actor.xzDistToPlayer < 400.0f) {
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
if (this->actor.xzDistToPlayer < 100.0f) {
@@ -351,18 +326,18 @@ void EnKusa_Main(EnKusa* this, PlayState* play) {
}
}
-void EnKusa_SetupLiftedUp(EnKusa* this) {
- EnKusa_SetupAction(this, EnKusa_LiftedUp);
+void EnKusa_SetupCarried(EnKusa* this) {
+ EnKusa_SetupAction(this, EnKusa_Carried);
this->actor.room = -1;
this->actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
}
-void EnKusa_LiftedUp(EnKusa* this, PlayState* play) {
+void EnKusa_Carried(EnKusa* this, PlayState* play) {
if (Actor_HasNoParent(&this->actor, play)) {
this->actor.room = play->roomCtx.curRoom.num;
EnKusa_SetupFall(this);
- this->actor.velocity.x = this->actor.speed * Math_SinS(this->actor.world.rot.y);
- this->actor.velocity.z = this->actor.speed * Math_CosS(this->actor.world.rot.y);
+ this->actor.velocity.x = Math_SinS(this->actor.world.rot.y) * this->actor.speed;
+ this->actor.velocity.z = Math_CosS(this->actor.world.rot.y) * this->actor.speed;
this->actor.colChkInfo.mass = 240;
this->actor.gravity = -0.1f;
EnKusa_UpdateVelY(this);
@@ -385,44 +360,41 @@ void EnKusa_SetupFall(EnKusa* this) {
void EnKusa_Fall(EnKusa* this, PlayState* play) {
STACK_PAD(s32);
- Vec3f contactPos;
+ Vec3f waterSurfacePos;
if (this->actor.bgCheckFlags & (BGCHECKFLAG_GROUND | BGCHECKFLAG_GROUND_TOUCH | BGCHECKFLAG_WALL)) {
if (!(this->actor.bgCheckFlags & BGCHECKFLAG_WATER)) {
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EV_PLANT_BROKEN);
}
- EnKusa_SpawnFragments(this, play);
+ EnKusa_SpawnFragmentsEffects(this, play);
EnKusa_DropCollectible(this, play);
switch (PARAMS_GET_U(this->actor.params, 0, 2)) {
case ENKUSA_TYPE_0:
case ENKUSA_TYPE_2:
Actor_Kill(&this->actor);
break;
-
case ENKUSA_TYPE_1:
EnKusa_SetupUprootedWaitRegrow(this);
break;
}
return;
}
-
if (this->actor.bgCheckFlags & BGCHECKFLAG_WATER_TOUCH) {
- contactPos.x = this->actor.world.pos.x;
- contactPos.y = this->actor.world.pos.y + this->actor.depthInWater;
- contactPos.z = this->actor.world.pos.z;
- EffectSsGSplash_Spawn(play, &contactPos, NULL, NULL, 0, 400);
- EffectSsGRipple_Spawn(play, &contactPos, 150, 650, 0);
- EffectSsGRipple_Spawn(play, &contactPos, 400, 800, 4);
- EffectSsGRipple_Spawn(play, &contactPos, 500, 1100, 8);
+ waterSurfacePos.x = this->actor.world.pos.x;
+ waterSurfacePos.y = this->actor.world.pos.y + this->actor.depthInWater;
+ waterSurfacePos.z = this->actor.world.pos.z;
+ EffectSsGSplash_Spawn(play, &waterSurfacePos, NULL, NULL, 0, 400);
+ EffectSsGRipple_Spawn(play, &waterSurfacePos, 150, 650, 0);
+ EffectSsGRipple_Spawn(play, &waterSurfacePos, 400, 800, 4);
+ EffectSsGRipple_Spawn(play, &waterSurfacePos, 500, 1100, 8);
this->actor.minVelocityY = -3.0f;
- rotSpeedX >>= 1;
- rotSpeedXtarget >>= 1;
- rotSpeedY >>= 1;
- rotSpeedYtarget >>= 1;
+ rotSpeedX = rotSpeedX >> 1;
+ rotSpeedXtarget = rotSpeedXtarget >> 1;
+ rotSpeedY = rotSpeedY >> 1;
+ rotSpeedYtarget = rotSpeedYtarget >> 1;
this->actor.bgCheckFlags &= ~BGCHECKFLAG_WATER_TOUCH;
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EV_DIVE_INTO_WATER_L);
}
-
EnKusa_UpdateVelY(this);
Math_StepToS(&rotSpeedX, rotSpeedXtarget, 0x1F4);
Math_StepToS(&rotSpeedY, rotSpeedYtarget, 0xAA);
@@ -467,12 +439,9 @@ void EnKusa_SetupUprootedWaitRegrow(EnKusa* this) {
}
void EnKusa_UprootedWaitRegrow(EnKusa* this, PlayState* play) {
- if (this->timer > 120) {
- if (Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y, 0.6f)) {
- if (this->timer >= 170) {
- EnKusa_SetupRegrow(this);
- }
- }
+ if ((this->timer > 120) && Math_StepToF(&this->actor.world.pos.y, this->actor.home.pos.y, 0.6f) &&
+ (this->timer >= 170)) {
+ EnKusa_SetupRegrow(this);
}
}
@@ -489,7 +458,6 @@ void EnKusa_Regrow(EnKusa* this, PlayState* play) {
isFullyGrown &= Math_StepToF(&this->actor.scale.y, 0.4f, 0.014f);
isFullyGrown &= Math_StepToF(&this->actor.scale.x, 0.4f, 0.011f);
this->actor.scale.z = this->actor.scale.x;
-
if (isFullyGrown) {
Actor_SetScale(&this->actor, 0.4f);
EnKusa_SetupMain(this);
@@ -501,9 +469,7 @@ void EnKusa_Update(Actor* thisx, PlayState* play) {
EnKusa* this = (EnKusa*)thisx;
this->timer++;
-
this->actionFunc(this, play);
-
if (this->actor.flags & ACTOR_FLAG_GRASS_DESTROYED) {
this->actor.shape.yOffset = -6.25f;
} else {
@@ -512,12 +478,9 @@ void EnKusa_Update(Actor* thisx, PlayState* play) {
}
void EnKusa_Draw(Actor* thisx, PlayState* play) {
- static Gfx* dLists[] = { gFieldBushDL, object_kusa_DL_000140, object_kusa_DL_000140 };
- EnKusa* this = (EnKusa*)thisx;
-
- if (this->actor.flags & ACTOR_FLAG_GRASS_DESTROYED) {
+ if (thisx->flags & ACTOR_FLAG_GRASS_DESTROYED) {
Gfx_DrawDListOpa(play, object_kusa_DL_0002E0);
} else {
- Gfx_DrawDListOpa(play, dLists[PARAMS_GET_U(thisx->params, 0, 2)]);
+ Gfx_DrawDListOpa(play, sDLists[PARAMS_GET_U(thisx->params, 0, 2)]);
}
}
diff --git a/src/overlays/actors/ovl_En_Kusa/z_en_kusa.h b/src/overlays/actors/ovl_En_Kusa/z_en_kusa.h
index 85ed0d540..c3e4057a6 100644
--- a/src/overlays/actors/ovl_En_Kusa/z_en_kusa.h
+++ b/src/overlays/actors/ovl_En_Kusa/z_en_kusa.h
@@ -15,11 +15,11 @@ typedef enum EnKusaType {
} EnKusaType;
typedef struct EnKusa {
- /* 0x0000 */ Actor actor;
- /* 0x014C */ EnKusaActionFunc actionFunc;
- /* 0x0150 */ ColliderCylinder collider;
- /* 0x019C */ s16 timer;
- /* 0x019E */ s8 requiredObjectSlot;
-} EnKusa; // size = 0x01A0
+ /* 0x000 */ Actor actor;
+ /* 0x14C */ EnKusaActionFunc actionFunc;
+ /* 0x150 */ ColliderCylinder collider;
+ /* 0x19C */ s16 timer;
+ /* 0x19E */ s8 requiredObjectSlot;
+} EnKusa; // size = 0x1A0
#endif