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Add some fields to MarioState
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@@ -97,6 +97,7 @@
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OBJ_MOVE_UNDERWATER_ON_GROUND)
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/* oActiveParticleFlags */
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#define ACTIVE_PARTICLE_NONE (0 << 0) // 0x00000000
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#define ACTIVE_PARTICLE_DUST (1 << 0) // 0x00000001
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#define ACTIVE_PARTICLE_UNUSED_1 (1 << 1) // 0x00000002
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#define ACTIVE_PARTICLE_UNUSED_2 (1 << 2) // 0x00000004
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@@ -348,7 +348,7 @@ struct MarioState
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/*0x68*/ struct Surface *floor;
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/*0x6C*/ f32 ceilHeight;
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/*0x70*/ f32 floorHeight;
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/*0x74*/ s16 floorAngle;
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/*0x74*/ s16 floorYaw;
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/*0x76*/ s16 waterLevel;
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/*0x78*/ struct Object *interactObj;
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/*0x7C*/ struct Object *heldObj;
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@@ -364,14 +364,14 @@ struct MarioState
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/*0xA4*/ u32 collidedObjInteractTypes;
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/*0xA8*/ s16 numCoins;
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/*0xAA*/ s16 numStars;
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/*0xAC*/ s8 numKeys; // Unused key mechanic
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/*0xAD*/ s8 numLives;
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/*0xAC*/ s8 numKeys; // Unused key mechanic
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/*0xAD*/ s8 numLives;
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/*0xAE*/ s16 health;
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/*0xB0*/ s16 animYTrans;
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/*0xB2*/ u8 hurtCounter;
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/*0xB3*/ u8 healCounter;
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/*0xB4*/ u8 squishTimer;
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/*0xB5*/ u8 fadeWarpOpacity;
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/*0xB2*/ u8 hurtCounter;
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/*0xB3*/ u8 healCounter;
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/*0xB4*/ u8 squishTimer;
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/*0xB5*/ u8 fadeWarpOpacity;
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/*0xB6*/ u16 capTimer;
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/*0xB8*/ s16 prevNumStarsForDialog;
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/*0xBC*/ f32 peakHeight;
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@@ -381,6 +381,14 @@ struct MarioState
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s16 breath;
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u8 breathCounter;
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#endif
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Vec3f lastSafePos;
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Vec3f prevPos;
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f32 lateralSpeed;
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f32 moveSpeed;
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Angle movePitch;
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Angle moveYaw;
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Angle ceilYaw;
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Angle wallYaw;
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};
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#endif // TYPES_H
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