mirror of
https://github.com/n64decomp/sm64.git
synced 2024-11-06 01:15:17 -05:00
74 lines
4.2 KiB
C
74 lines
4.2 KiB
C
#include <ultra64.h>
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#include "sm64.h"
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#include "behavior_data.h"
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#include "model_ids.h"
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#include "seq_ids.h"
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#include "segment_symbols.h"
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#include "level_commands.h"
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#include "game/level_update.h"
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#include "levels/scripts.h"
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#include "actors/common1.h"
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#include "make_const_nonconst.h"
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#include "levels/castle_courtyard/header.h"
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static const LevelScript script_func_local_1[] = {
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OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 200, -1652, /*angle*/ 0, 0, 0, /*bhvParam*/ 0, /*bhv*/ bhvAmbientSounds),
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OBJECT(/*model*/ MODEL_NONE, /*pos*/ -2700, 0, -1652, /*angle*/ 0, 0, 0, /*bhvParam*/ BPARAM2(0x00), /*bhv*/ bhvBirdsSoundLoop),
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OBJECT(/*model*/ MODEL_NONE, /*pos*/ 2700, 0, -1652, /*angle*/ 0, 0, 0, /*bhvParam*/ BPARAM2(0x01), /*bhv*/ bhvBirdsSoundLoop),
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RETURN(),
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};
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static const LevelScript script_func_local_2[] = {
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OBJECT(/*model*/ MODEL_BOO, /*pos*/ -3217, 100, -101, /*angle*/ 0, 0, 0, /*bhvParam*/ 0, /*bhv*/ bhvCourtyardBooTriplet),
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OBJECT(/*model*/ MODEL_BOO, /*pos*/ 3317, 100, -1701, /*angle*/ 0, 0, 0, /*bhvParam*/ 0, /*bhv*/ bhvCourtyardBooTriplet),
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OBJECT(/*model*/ MODEL_BOO, /*pos*/ -71, 1, -1387, /*angle*/ 0, 0, 0, /*bhvParam*/ 0, /*bhv*/ bhvCourtyardBooTriplet),
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RETURN(),
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};
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const LevelScript level_castle_courtyard_entry[] = {
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INIT_LEVEL(),
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LOAD_MIO0 (/*seg*/ 0x07, _castle_courtyard_segment_7SegmentRomStart, _castle_courtyard_segment_7SegmentRomEnd),
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LOAD_MIO0 (/*seg*/ 0x0A, _water_skybox_mio0SegmentRomStart, _water_skybox_mio0SegmentRomEnd),
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LOAD_MIO0_TEXTURE(/*seg*/ 0x09, _outside_mio0SegmentRomStart, _outside_mio0SegmentRomEnd),
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LOAD_MIO0 (/*seg*/ 0x05, _group9_mio0SegmentRomStart, _group9_mio0SegmentRomEnd),
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LOAD_RAW (/*seg*/ 0x0C, _group9_geoSegmentRomStart, _group9_geoSegmentRomEnd),
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LOAD_MIO0 (/*seg*/ 0x08, _common0_mio0SegmentRomStart, _common0_mio0SegmentRomEnd),
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LOAD_RAW (/*seg*/ 0x0F, _common0_geoSegmentRomStart, _common0_geoSegmentRomEnd),
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ALLOC_LEVEL_POOL(),
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MARIO(/*model*/ MODEL_MARIO, /*bhvParam*/ BPARAM4(0x01), /*bhv*/ bhvMario),
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JUMP_LINK(script_func_global_1),
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JUMP_LINK(script_func_global_10),
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LOAD_MODEL_FROM_GEO(MODEL_COURTYARD_SPIKY_TREE, spiky_tree_geo),
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LOAD_MODEL_FROM_GEO(MODEL_COURTYARD_WOODEN_DOOR, wooden_door_geo),
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LOAD_MODEL_FROM_GEO(MODEL_LEVEL_GEOMETRY_03, castle_courtyard_geo_000200),
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AREA(/*index*/ 1, castle_courtyard_geo_000218),
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OBJECT(/*model*/ MODEL_BOO, /*pos*/ -2360, -100, -2712, /*angle*/ 0, 0, 0, /*bhvParam*/ BPARAM1(1) | BPARAM2(WARP_NODE_05), /*bhv*/ bhvBooWithCage),
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OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 51, -1000, /*angle*/ 0, 180, 0, /*bhvParam*/ BPARAM2(WARP_NODE_0A), /*bhv*/ bhvLaunchStarCollectWarp),
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OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 51, -1000, /*angle*/ 0, 180, 0, /*bhvParam*/ BPARAM2(WARP_NODE_0B), /*bhv*/ bhvLaunchDeathWarp),
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WARP_NODE(/*id*/ WARP_NODE_05, /*destLevel*/ LEVEL_BBH, /*destArea*/ 1, /*destNode*/ WARP_NODE_0A, /*flags*/ WARP_NO_CHECKPOINT),
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WARP_NODE(/*id*/ WARP_NODE_0A, /*destLevel*/ LEVEL_CASTLE_COURTYARD, /*destArea*/ 1, /*destNode*/ WARP_NODE_0A, /*flags*/ WARP_NO_CHECKPOINT),
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WARP_NODE(/*id*/ WARP_NODE_0B, /*destLevel*/ LEVEL_CASTLE_COURTYARD, /*destArea*/ 1, /*destNode*/ WARP_NODE_0B, /*flags*/ WARP_NO_CHECKPOINT),
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WARP_NODE(/*id*/ WARP_NODE_01, /*destLevel*/ LEVEL_CASTLE, /*destArea*/ 1, /*destNode*/ WARP_NODE_02, /*flags*/ WARP_NO_CHECKPOINT),
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WARP_NODE(/*id*/ WARP_NODE_DEATH, /*destLevel*/ LEVEL_CASTLE_GROUNDS, /*destArea*/ 1, /*destNode*/ WARP_NODE_03, /*flags*/ WARP_NO_CHECKPOINT),
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JUMP_LINK(script_func_local_1),
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JUMP_LINK(script_func_local_2),
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TERRAIN(/*terrainData*/ castle_courtyard_seg7_collision),
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MACRO_OBJECTS(/*objList*/ castle_courtyard_seg7_macro_objs),
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SET_BACKGROUND_MUSIC(/*settingsPreset*/ 0x0000, /*seq*/ SEQ_SOUND_PLAYER),
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TERRAIN_TYPE(/*terrainType*/ TERRAIN_STONE),
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END_AREA(),
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FREE_LEVEL_POOL(),
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MARIO_POS(/*area*/ 1, /*yaw*/ 0, /*pos*/ -14, 0, -201),
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CALL(/*arg*/ 0, /*func*/ lvl_init_or_update),
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CALL_LOOP(/*arg*/ 1, /*func*/ lvl_init_or_update),
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CLEAR_LEVEL(),
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SLEEP_BEFORE_EXIT(/*frames*/ 1),
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EXIT(),
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};
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