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Torch
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#include <MapFactory.h>
NodeProp: spawn point, warp, trigger, or event marker - 20 bytes Decomp: NodeProp from props.h
These are the spatial triggers and spawn locations for a level. At load time cubeList_fromFile (actor_cubebounds.c) turns each one into an ActorMarker. The category field is what decides what it actually does:
Flow: ROM → MapFactory parse() → NodeProp array → cubeList_fromFile → ActorMarker → actor spawn / event trigger via overlay callbacks
Structure Layout: Offset 0x00: position[3] (s16[3]) - X, Y, Z world coordinates Offset 0x06: selector_or_radius:9, category:6, bit0:1 (u16) Offset 0x08: actorId (u16) - Actor/Warp/Event ID depending on category Offset 0x0A: markerId (u8), padB (u8) Offset 0x0C: yaw:9, scale:23 (u32) Offset 0x10: unk10_31:12, unk10_19:12, pad10_7:1, unk10_6:1, pad10_5:4, unk10_0:2 (u32)