#include #include "sm64.h" #include "behavior_data.h" #include "model_ids.h" #include "seq_ids.h" #include "dialog_ids.h" #include "segment_symbols.h" #include "level_commands.h" #include "game/level_update.h" #include "levels/scripts.h" #include "actors/common1.h" #include "make_const_nonconst.h" #include "levels/castle_grounds/header.h" const LevelScript level_castle_grounds_entry[] = { INIT_LEVEL(), LOAD_MIO0(0x07, _castle_grounds_segment_7SegmentRomStart, _castle_grounds_segment_7SegmentRomEnd), LOAD_MIO0(0x0A, _water_skybox_yay0SegmentRomStart, _water_skybox_yay0SegmentRomEnd), LOAD_YAY0_TEXTURE(0x09, _outside_yay0SegmentRomStart, _outside_yay0SegmentRomEnd), LOAD_MIO0(0x05, _group4_yay0SegmentRomStart, _group4_yay0SegmentRomEnd), LOAD_RAW(0x0C, _group4_geoSegmentRomStart, _group4_geoSegmentRomEnd), LOAD_MIO0(0x06, _group17_yay0SegmentRomStart, _group17_yay0SegmentRomEnd), LOAD_RAW(0x0D, _group17_geoSegmentRomStart, _group17_geoSegmentRomEnd), LOAD_MIO0(0x08, _common0_yay0SegmentRomStart, _common0_yay0SegmentRomEnd), LOAD_RAW(0x0F, _common0_geoSegmentRomStart, _common0_geoSegmentRomEnd), ALLOC_LEVEL_POOL(), MARIO(MODEL_MARIO, 0x00000001, bhvMario), JUMP_LINK(script_func_global_1), JUMP_LINK(script_func_global_5), JUMP_LINK(script_func_global_18), AREA(1, castle_grounds_area_1), OBJECT(MODEL_BREAKABLE_BOX_SMALL, -300, 100, 800, 0, 0, 0, 0x00000000, bhvBreakableBoxSmall), MARIO_POS(0x01, 0, 0, 52, 0), OBJECT(MODEL_RED_FLAME, 800, 198, 802, 0, 0, 0, 0x00000000, bhvFlame), TERRAIN(castle_grounds_area_1_collision), MACRO_OBJECTS(castle_grounds_area_1_macro_objs), STOP_MUSIC(0), TERRAIN_TYPE(TERRAIN_STONE), END_AREA(), FREE_LEVEL_POOL(), MARIO_POS(0x01, 0, 0, 52, 0), CALL(0, lvl_init_or_update), CALL_LOOP(1, lvl_init_or_update), CLEAR_LEVEL(), SLEEP_BEFORE_EXIT(1), EXIT(), };