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* Move level script to bank 0x1A * Decouple vanilla objects in a separate bank * Rollback group level scripts move, fixed nits * Move actors_vanilla to actors/vanilla_actors * Make EU translation segment last, remove vanilla objects segments copypaste * Added LOAD_VANILLA_OBJECTS segment id stub
94 lines
6.6 KiB
C
94 lines
6.6 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 "dialog_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_castle_courtyard_macro_objects[] = {
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// Macro objects
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OBJECT(/*model*/ MODEL_WOODEN_SIGNPOST, /*pos*/ 3180, 20, 330, /*angle*/ 0, 225, 0, /*behParam*/ (DIALOG_158 << 16), /*beh*/ bhvMessagePanel),
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OBJECT(/*model*/ MODEL_WOODEN_SIGNPOST, /*pos*/ -3180, 20, 330, /*angle*/ 0, 135, 0, /*behParam*/ (DIALOG_159 << 16), /*beh*/ bhvMessagePanel),
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OBJECT(/*model*/ MODEL_WOODEN_SIGNPOST, /*pos*/ 300, 0, -3600, /*angle*/ 0, 0, 0, /*behParam*/ (DIALOG_102 << 16), /*beh*/ bhvMessagePanel),
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OBJECT(/*model*/ MODEL_WOODEN_SIGNPOST, /*pos*/ -300, 0, -3600, /*angle*/ 0, 0, 0, /*behParam*/ (DIALOG_160 << 16), /*beh*/ bhvMessagePanel),
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// Special objects
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OBJECT(/*model*/ MODEL_LEVEL_GEOMETRY_03, /*pos*/ 0, 2048, 2662, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvStaticObject),
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OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ 2272, -214, -1432, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
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OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ 818, 10, 203, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
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OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ -820, 10, 201, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
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OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ 1681, -214, -132, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
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OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ 2382, -214, -843, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
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OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ -817, 10, -3630, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
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OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ 2769, -214, -1523, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
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OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ 2444, -214, -2330, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
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OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ 2042, -214, -3032, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
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OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ 824, 10, -3633, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
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OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ -2537, -214, -759, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
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OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ -1640, -214, -3228, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
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OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ -2732, -214, -2166, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
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OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ -2446, -214, -1786, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
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OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ -2820, -214, -1317, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
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OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ -1868, -214, -45, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
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OBJECT(/*model*/ MODEL_CASTLE_WOODEN_DOOR, /*pos*/ 0, 0, 461, /*angle*/ 0, 0, 0, /*behParam*/ (1 << 16), /*beh*/ bhvDoorWarp),
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RETURN(),
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};
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static const LevelScript script_castle_courtyard_objects_1[] = {
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OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 200, -1652, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvAmbientSounds),
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OBJECT(/*model*/ MODEL_NONE, /*pos*/ -2700, 0, -1652, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvBirdsSoundLoop),
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OBJECT(/*model*/ MODEL_NONE, /*pos*/ 2700, 0, -1652, /*angle*/ 0, 0, 0, /*behParam*/ 0x00010000, /*beh*/ bhvBirdsSoundLoop),
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RETURN(),
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};
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static const LevelScript script_castle_courtyard_objects_2[] = {
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OBJECT(/*model*/ MODEL_BOO, /*pos*/ -3217, 100, -101, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvCourtyardBooTriplet),
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OBJECT(/*model*/ MODEL_BOO, /*pos*/ 3317, 100, -1701, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvCourtyardBooTriplet),
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OBJECT(/*model*/ MODEL_BOO, /*pos*/ -71, 1, -1387, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ 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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#include "levels/castle_courtyard/areas/script_vanilla_load.inc.c"
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ALLOC_LEVEL_POOL(),
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MARIO(/*model*/ MODEL_MARIO, /*behParam*/ 0x00000001, /*beh*/ bhvMario),
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#include "levels/castle_courtyard/areas/script_vanilla.inc.c"
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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, /*behParam*/ 0x01050000, /*beh*/ bhvBooWithCage),
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OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 51, -1000, /*angle*/ 0, 180, 0, /*behParam*/ 0x000A0000, /*beh*/ bhvLaunchStarCollectWarp),
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OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 51, -1000, /*angle*/ 0, 180, 0, /*behParam*/ 0x000B0000, /*beh*/ bhvLaunchDeathWarp),
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WARP_NODE(/*id*/ 0x05, /*destLevel*/ LEVEL_BBH, /*destArea*/ 0x01, /*destNode*/ 0x0A, /*flags*/ WARP_NO_CHECKPOINT),
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WARP_NODE(/*id*/ 0x0A, /*destLevel*/ LEVEL_CASTLE_COURTYARD, /*destArea*/ 0x01, /*destNode*/ 0x0A, /*flags*/ WARP_NO_CHECKPOINT),
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WARP_NODE(/*id*/ 0x0B, /*destLevel*/ LEVEL_CASTLE_COURTYARD, /*destArea*/ 0x01, /*destNode*/ 0x0B, /*flags*/ WARP_NO_CHECKPOINT),
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WARP_NODE(/*id*/ 0x01, /*destLevel*/ LEVEL_CASTLE, /*destArea*/ 0x01, /*destNode*/ 0x02, /*flags*/ WARP_NO_CHECKPOINT),
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WARP_NODE(/*id*/ 0xF1, /*destLevel*/ LEVEL_CASTLE_GROUNDS, /*destArea*/ 0x01, /*destNode*/ 0x03, /*flags*/ WARP_NO_CHECKPOINT),
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JUMP_LINK(script_castle_courtyard_objects_1),
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JUMP_LINK(script_castle_courtyard_objects_2),
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TERRAIN(/*terrainData*/ castle_courtyard_seg7_collision),
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JUMP_LINK(script_castle_courtyard_macro_objects),
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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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