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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
32 lines
913 B
C
32 lines
913 B
C
#ifndef SL_HEADER_H
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#define SL_HEADER_H
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#include "types.h"
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#include "game/moving_texture.h"
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// geo
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extern const GeoLayout sl_geo_0003A8[];
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extern const GeoLayout sl_geo_000484[];
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// leveldata
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extern const Gfx sl_seg7_dl_07005478[];
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extern const Gfx sl_seg7_dl_070056B0[];
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extern const Gfx sl_seg7_dl_070073D0[];
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extern const Gfx sl_seg7_dl_07007880[];
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extern const Gfx sl_seg7_dl_070088B0[];
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extern const Gfx sl_seg7_dl_07008D58[];
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extern const Gfx sl_seg7_dl_0700A5A0[];
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extern const Gfx sl_seg7_dl_0700BAE8[];
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extern const Gfx sl_seg7_dl_0700BCF8[];
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extern const Gfx sl_seg7_dl_0700C9E8[];
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extern const Gfx sl_seg7_dl_0700CB58[];
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extern const Collision sl_seg7_area_1_collision[];
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extern const MacroObject sl_seg7_area_1_macro_objs[];
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extern const Collision sl_seg7_area_2_collision[];
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extern const struct MovtexQuadCollection sl_movtex_water[];
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// script
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extern const LevelScript level_sl_entry[];
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#endif
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