diff --git a/assets/xml/objects/object_mtoride.xml b/assets/xml/objects/object_mtoride.xml
index a795477300..145fcd33f6 100644
--- a/assets/xml/objects/object_mtoride.xml
+++ b/assets/xml/objects/object_mtoride.xml
@@ -1,49 +1,71 @@
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diff --git a/assets/xml/overlays/ovl_Dm_Char01.xml b/assets/xml/overlays/ovl_Dm_Char01.xml
index 3f855c3764..2aa05fcb66 100644
--- a/assets/xml/overlays/ovl_Dm_Char01.xml
+++ b/assets/xml/overlays/ovl_Dm_Char01.xml
@@ -1,6 +1,7 @@
+
-
+
diff --git a/src/overlays/actors/ovl_Dm_Char01/z_dm_char01.c b/src/overlays/actors/ovl_Dm_Char01/z_dm_char01.c
index 8c1aebc964..900530f4d8 100644
--- a/src/overlays/actors/ovl_Dm_Char01/z_dm_char01.c
+++ b/src/overlays/actors/ovl_Dm_Char01/z_dm_char01.c
@@ -80,11 +80,11 @@ void DmChar01_Init(Actor* thisx, PlayState* play) {
this->unk_348 = 255.0f;
for (i = 0; i < ARRAY_COUNT(this->unk_1AC); i++) {
- this->unk_1AC[i] = ovl_dm_char01_Vtx_1BE0[i].v.ob[1] * 409.6f;
+ this->unk_1AC[i] = gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[1] * 409.6f;
}
DynaPolyActor_Init(&this->dyna, 0);
- DynaPolyActor_LoadMesh(play, &this->dyna, &object_mtoride_Colheader_009E4C);
+ DynaPolyActor_LoadMesh(play, &this->dyna, &gWoodfallSceneryPoisonWaterDamageCol);
this->unk_34D = true;
if (gSaveContext.sceneSetupIndex == 1) {
@@ -114,7 +114,7 @@ void DmChar01_Init(Actor* thisx, PlayState* play) {
this->dyna.actor.world.rot.y += 0x8000;
this->dyna.actor.shape.rot.y += 0x8000;
DynaPolyActor_Init(&this->dyna, 0);
- DynaPolyActor_LoadMesh(play, &this->dyna, &object_mtoride_Colheader_010C3C);
+ DynaPolyActor_LoadMesh(play, &this->dyna, &gWoodfallSceneryTempleCol);
this->unk_34D = true;
this->unk_348 = 200.0f;
this->actionFunc = func_80AA8F2C;
@@ -131,7 +131,7 @@ void DmChar01_Init(Actor* thisx, PlayState* play) {
Actor_Spawn(&play->actorCtx, play, ACTOR_OBJ_ETCETERA, 5.0f, 202.0f, 294.0f, 0, 0, 0,
DEKU_FLOWER_PARAMS(DEKU_FLOWER_TYPE_PINK_WITH_INITIAL_BOUNCE));
DynaPolyActor_Init(&this->dyna, 0);
- DynaPolyActor_LoadMesh(play, &this->dyna, &object_mtoride_Colheader_00FE5C);
+ DynaPolyActor_LoadMesh(play, &this->dyna, &gWoodfallSceneryTempleRampAndPlatformCol);
this->unk_34D = true;
if (!(gSaveContext.save.weekEventReg[20] & 2)) {
@@ -252,8 +252,9 @@ void func_80AA892C(DmChar01* this, PlayState* play) {
this->unk_34C = 0;
}
- for (i = 0; i < ARRAY_COUNT(ovl_dm_char01_Vtx_1BE0); i++) {
- s32 temp_s2 = sqrtf(SQ((f32)ovl_dm_char01_Vtx_1BE0[i].v.ob[2]) + SQ((f32)ovl_dm_char01_Vtx_1BE0[i].v.ob[0]));
+ for (i = 0; i < ARRAY_COUNT(gWoodfallSceneryDynamicPoisonWaterVtx); i++) {
+ s32 temp_s2 = sqrtf(SQ((f32)gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[2]) +
+ SQ((f32)gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[0]));
f32 cos = Math_CosS((temp_s2 / 1892.0f) * 0x4000);
f32 temp_f20 = (1.0f - (ABS_ALT(temp_s2 - D_80AAAE22) / 1892.0f)) * D_80AAAE20 * cos;
@@ -265,7 +266,7 @@ void func_80AA892C(DmChar01* this, PlayState* play) {
temp_f20 += temp_f18;
this->unk_1AC[i] += 1600;
- ovl_dm_char01_Vtx_1BE0[i].v.ob[1] = temp_f20;
+ gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[1] = temp_f20;
}
}
@@ -297,8 +298,9 @@ void func_80AA8C28(DmChar01* this, PlayState* play) {
break;
}
- for (i = 0; i < ARRAY_COUNT(ovl_dm_char01_Vtx_1BE0); i++) {
- s32 temp_s2 = sqrtf(SQ((f32)ovl_dm_char01_Vtx_1BE0[i].v.ob[2]) + SQ((f32)ovl_dm_char01_Vtx_1BE0[i].v.ob[0]));
+ for (i = 0; i < ARRAY_COUNT(gWoodfallSceneryDynamicPoisonWaterVtx); i++) {
+ s32 temp_s2 = sqrtf(SQ((f32)gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[2]) +
+ SQ((f32)gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[0]));
f32 cos = Math_CosS((temp_s2 / 1892.0f) * 0x4000);
f32 temp_f20 = (1.0f - (ABS_ALT(temp_s2 - D_80AAAE22) / 1892.0f)) * D_80AAAE20 * cos;
@@ -310,7 +312,7 @@ void func_80AA8C28(DmChar01* this, PlayState* play) {
temp_f20 += temp_f18;
this->unk_1AC[i] += 1600;
- ovl_dm_char01_Vtx_1BE0[i].v.ob[1] = temp_f20;
+ gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[1] = temp_f20;
}
Math_SmoothStepToF(&this->unk_348, 0.0f, 0.02f, 0.6f, 0.4f);
@@ -404,18 +406,18 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) {
case DMCHAR01_0:
switch (this->unk_34C) {
case 0:
- AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_00AA50));
- Gfx_DrawDListOpa(play, object_mtoride_DL_00A8F8);
+ AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryPoisonWaterTexAnim));
+ Gfx_DrawDListOpa(play, gWoodfallSceneryPoisonWaterDL);
break;
case 1:
if (gSaveContext.sceneSetupIndex == 1) {
- AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_0110B8));
- Gfx_DrawDListOpa(play, object_mtoride_DL_010FD8);
- Gfx_DrawDListXlu(play, object_mtoride_DL_010EF0);
+ AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryPurifiedWaterTexAnim));
+ Gfx_DrawDListOpa(play, gWoodfallSceneryFloorDL);
+ Gfx_DrawDListXlu(play, gWoodfallSceneryPurifiedWaterDL);
Matrix_Translate(0.0f, 10.0f, 0.0f, MTXMODE_APPLY);
}
- AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_009D70));
+ AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryDynamicPoisonWaterTexAnim));
OPEN_DISPS(play->state.gfxCtx);
@@ -426,10 +428,11 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0x96, 255, 255, 255, 255);
- gSPSegment(POLY_OPA_DISP++, 0x0B, Lib_SegmentedToVirtual(ovl_dm_char01_Vtx_1BE0));
+ gSPSegment(POLY_OPA_DISP++, 0x0B,
+ Lib_SegmentedToVirtual(gWoodfallSceneryDynamicPoisonWaterVtx));
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_OPA_DISP++, object_mtoride_DL_009928);
+ gSPDisplayList(POLY_OPA_DISP++, gWoodfallSceneryDynamicPoisonWaterDL);
} else {
func_8012C2DC(play->state.gfxCtx);
@@ -437,19 +440,20 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, (u8)this->unk_348);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x96, 255, 255, 255, (u8)this->unk_348);
- gSPSegment(POLY_XLU_DISP++, 0x0B, Lib_SegmentedToVirtual(ovl_dm_char01_Vtx_1BE0));
+ gSPSegment(POLY_XLU_DISP++, 0x0B,
+ Lib_SegmentedToVirtual(gWoodfallSceneryDynamicPoisonWaterVtx));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, object_mtoride_DL_009928);
+ gSPDisplayList(POLY_XLU_DISP++, gWoodfallSceneryDynamicPoisonWaterDL);
}
CLOSE_DISPS(play->state.gfxCtx);
break;
case 2:
- AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_0110B8));
- Gfx_DrawDListOpa(play, object_mtoride_DL_010FD8);
- Gfx_DrawDListXlu(play, object_mtoride_DL_010EF0);
+ AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryPurifiedWaterTexAnim));
+ Gfx_DrawDListOpa(play, gWoodfallSceneryFloorDL);
+ Gfx_DrawDListXlu(play, gWoodfallSceneryPurifiedWaterDL);
break;
}
break;
@@ -457,23 +461,23 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) {
case DMCHAR01_1:
switch (this->unk_34C) {
case 0:
- AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_00A5C0));
- Gfx_DrawDListOpa(play, object_mtoride_DL_00A398);
+ AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryPoisonWallsTexAnim));
+ Gfx_DrawDListOpa(play, gWoodfallSceneryPoisonWallsDL);
break;
case 1:
- AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_00B1A0));
- Gfx_DrawDListOpa(play, object_mtoride_DL_00AF98);
+ AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryPurifiedWallsTexAnim));
+ Gfx_DrawDListOpa(play, gWoodfallSceneryPurifiedWallsDL);
break;
}
break;
case DMCHAR01_2:
- AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_00FE90));
- Gfx_DrawDListOpa(play, object_mtoride_DL_00DF18);
+ AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryTempleTexAnim));
+ Gfx_DrawDListOpa(play, gWoodfallSceneryTempleDL);
if ((this->unk_34C != 0) && ((u8)this->unk_348 != 0)) {
- AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_00F768));
+ AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryWaterFlowingOverTempleTexAnim));
OPEN_DISPS(play->state.gfxCtx);
@@ -484,7 +488,7 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 255, 255, 255, (u8)this->unk_348);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPDisplayList(POLY_XLU_DISP++, object_mtoride_DL_00F3C0);
+ gSPDisplayList(POLY_XLU_DISP++, gWoodfallSceneryWaterFlowingOverTempleDL);
CLOSE_DISPS(play->state.gfxCtx);
}
@@ -536,12 +540,12 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) {
}
}
- Gfx_DrawDListXlu(play, object_mtoride_DL_00DE50);
+ Gfx_DrawDListXlu(play, gWoodfallSceneryTempleEntrancesDL);
break;
case DMCHAR01_3:
if (thisx->world.pos.y > -120.0f) {
- Gfx_DrawDListOpa(play, object_mtoride_DL_00FAE8);
+ Gfx_DrawDListOpa(play, gWoodfallSceneryTempleRampAndPlatformDL);
}
break;
}