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Tree Asset Decomp for object_tree (#1278)
* Basic Tree Asset Decomp * renamed outnames --------- Co-authored-by: Yoe <you@example.com>
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@@ -100,7 +100,7 @@ void ObjTree_Init(Actor* thisx, PlayState* play) {
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} else {
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Actor_SetScale(&this->dyna.actor, 0.1f);
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DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
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CollisionHeader_GetVirtual(&object_tree_Colheader_001B2C, &colHeader);
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CollisionHeader_GetVirtual(&gTreeTopCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
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}
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@@ -187,11 +187,11 @@ void ObjTree_Draw(Actor* thisx, PlayState* play) {
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, object_tree_DL_000680);
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gSPDisplayList(POLY_OPA_DISP++, gTreeBodyDL);
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Matrix_RotateZYX(xRot, 0, zRot, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, object_tree_DL_0007C8);
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gSPDisplayList(POLY_OPA_DISP++, gTreeLeavesDL);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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