A floating Nut's sprite, seen as the attribute bits, palette and state its scenes set.
u8 flags05High
shape; not named by scenes
u8 flags09Low
AnimationObject's attribute 2 high byte.
u8 state
AnimationObject's count of layers; the Nut's scenes zero it.
u8 palette
AnimationObject's slot: the VRAM cache entry the Nut's icon is loaded into.
u8 padding06[3]
attribute 1 and the low byte of attribute 2
u8 flags09Mode
priority; the Nut's scenes set 1
u8 flags05Bit5
full colour; the Nut's scenes clear it
u8 padding00[5]
AnimationObject's queue link and attribute 0's y.
u8 flags09High
palette; the Nut's scenes set 0
u8 flags05Low
AnimationObject's attribute 0 high byte.
A floating Nut's actor: its position, the spot it sways around and how far through the sway it is,...
s32 orbitCenterY
16.16 fixed-point pixels
s32 y
16.16 fixed-point pixels
OrbitingSceneObjectSprite * sprite
u8 flags23
FieldActor's priorityFlags; the Nut's scenes clear bit 0, ACTOR_PRIORITY_AUTOMATIC.
u32 callback
FieldActor's update hook; Scene_FloatNut sets SceneEffect_UpdateOrbitPosition.
s32 orbitCenterZ
16.16 fixed-point pixels
u8 visible
FieldActor's frozen, which skips steering, terrain, gravity and floating; the Nut's scenes set it.
u8 mode
FieldActor's motionFlags; the Nut's scenes zero it.
s32 x
16.16 fixed-point pixels
s32 orbitAngle
1/65536 turns; advanced by 0x400 plus two random steps each frame.
u8 active
FieldActor.retainSpriteCache: the Nut's scenes keep its sprite's VRAM cache entry.
u8 state
FieldActor's first unk56 byte; Scene_FloatNut zeroes it.
s32 z
16.16 fixed-point pixels
s32 orbitCenterX
16.16 fixed-point pixels
The integer types, TRUE, UNUSED and the fixed-address macros.