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90 lines
2.6 KiB
C
90 lines
2.6 KiB
C
#pragma once
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/****************************
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* SPECIFIC OBJECT SETTINGS *
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****************************/
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// -- COIN --
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// The distance from Mario at which coin formations spawn their coins. Vanilla is 2000.0f.
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// Set this to o->oDrawingDistance for a more reasonable range at the cost of performance.
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#define COIN_FORMATION_DISTANCE 2000.0f
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// Moving Coins flicker and disappear when they hit lava instead of being instantly deleted.
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#define COIN_LAVA_FLICKER
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// Allows for retries on collecting the remaining blue coins from a blue coin switch.
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#define BLUE_COIN_SWITCH_RETRY
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// -- EXCLAMATION BOX --
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// Makes all cap boxes solid regardless of whether their cap switch is pressed.
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#define EXCLAMATION_BOXES_ALWAYS_SOLID
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// -- GOOMBA --
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// Tiny Goombas (from THI) always drop their coin.
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#define TINY_GOOMBA_ALWAYS_DROPS_COIN
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// Floombas! These fellas sport custom behaviors (bhvFloomba, bhvFloombaTripletSpawner) and of course the iconic Floomba texture.
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// Also supports macros (macro_floomba, macro_huge_floomba, macro_tiny_floomba, macro_floomba_triplet_spawner, macro_floomba_quintuplet_spawner).
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#define FLOOMBAS
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// -- HOOT --
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// Uses intendedYaw to control Hoot instead of the raw left and right inputs.
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#define HOOT_YAW_FIX
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// Causes leaf particles to occasionally fall from trees which contain Hoot.
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#define HOOT_TREE_PARTICLES
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// -- MR I --
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// Enables Mr I to shoot his particle in any direction.
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#define MR_I_PITCH_SHOOTING
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// -- WATER RING --
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// Fix the water rings in DDD by checking for interaction rather than normals.
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#define FIX_WATER_RINGS
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// -- POWER STAR --
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// Collecting a Power Star will fully heal Mario.
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#define POWER_STARS_HEAL
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// -- 1-UP MUSHROOM --
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// Collecting a 1-Up Mushroom will fully heal Mario.
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#define MUSHROOMS_HEAL
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// -- PLATFORM ON TRACK --
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// Allows the speed of a platform on a track to be controlled by standing near the front or back of it.
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// #define CONTROLLABLE_PLATFORM_SPEED
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// -- CHAIN CHOMP --
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// The number of chain balls the Chain Chomp has. Vanilla is 5.
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#define CHAIN_CHOMP_NUM_SEGMENTS 5
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// -- POKEY --
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// The number of parts Pokey has, including the head. Vanilla is 5, max is 30.
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#define POKEY_NUM_SEGMENTS 5
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// -- WIGGLER --
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// The number of segments Wiggler has, not including the head. Vanilla is 4.
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#define WIGGLER_NUM_SEGMENTS 4
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// -- JRB MIST --
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// Makes the JRB mist always appear on act 1.
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#define JRB_ACT_SPECIFIC_MIST
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// -- DDD OBJECTS --
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// Makes certain objects in DDD (Bowser's sub, sub door, & poles) act-specific instead of being dependent on Bowser 2 being beaten.
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#define DDD_ACT_SPECIFIC_OBJECTS
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