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@@ -106,24 +106,26 @@
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OBJ_MOVE_UNDERWATER_ON_GROUND)
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/* oActiveParticleFlags */
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#define ACTIVE_PARTICLE_0 0x00000001
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#define ACTIVE_PARTICLE_3 0x00000008
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#define ACTIVE_PARTICLE_4 0x00000010
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#define ACTIVE_PARTICLE_5 0x00000020
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#define ACTIVE_PARTICLE_6 0x00000040
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#define ACTIVE_PARTICLE_7 0x00000080
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#define ACTIVE_PARTICLE_8 0x00000100
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#define ACTIVE_PARTICLE_9 0x00000200
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#define ACTIVE_PARTICLE_10 0x00000400
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#define ACTIVE_PARTICLE_11 0x00000800
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#define ACTIVE_PARTICLE_12 0x00001000
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#define ACTIVE_PARTICLE_13 0x00002000
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#define ACTIVE_PARTICLE_14 0x00004000
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#define ACTIVE_PARTICLE_15 0x00008000
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#define ACTIVE_PARTICLE_16 0x00010000
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#define ACTIVE_PARTICLE_17 0x00020000
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#define ACTIVE_PARTICLE_18 0x00040000
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#define ACTIVE_PARTICLE_19 0x00080000
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#define ACTIVE_PARTICLE_0 (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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#define ACTIVE_PARTICLE_3 (1 << 3) // 0x00000008
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#define ACTIVE_PARTICLE_4 (1 << 4) // 0x00000010
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#define ACTIVE_PARTICLE_5 (1 << 5) // 0x00000020
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#define ACTIVE_PARTICLE_6 (1 << 6) // 0x00000040
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#define ACTIVE_PARTICLE_IDLE_WATER_WAVE (1 << 7) // 0x00000080
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#define ACTIVE_PARTICLE_SHALLOW_WATER_WAVE (1 << 8) // 0x00000100
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#define ACTIVE_PARTICLE_9 (1 << 9) // 0x00000200
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#define ACTIVE_PARTICLE_WAVE_TRAIL (1 << 10) // 0x00000400
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#define ACTIVE_PARTICLE_11 (1 << 11) // 0x00000800
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#define ACTIVE_PARTICLE_SHALLOW_WATER_SPLASH (1 << 12) // 0x00001000
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#define ACTIVE_PARTICLE_13 (1 << 13) // 0x00002000
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#define ACTIVE_PARTICLE_14 (1 << 14) // 0x00004000
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#define ACTIVE_PARTICLE_15 (1 << 15) // 0x00008000
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#define ACTIVE_PARTICLE_16 (1 << 16) // 0x00010000
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#define ACTIVE_PARTICLE_17 (1 << 17) // 0x00020000
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#define ACTIVE_PARTICLE_18 (1 << 18) // 0x00040000
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#define ACTIVE_PARTICLE_19 (1 << 19) // 0x00080000
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/* oAction */
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#define OBJ_ACT_LAVA_DEATH 100
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@@ -197,6 +199,24 @@
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#define BOBOMB_BUDDY_HAS_NOT_TALKED 0
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#define BOBOMB_BUDDY_HAS_TALKED 2
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/* Fish */
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/* oAction */
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#define FISH_ACT_INIT 0
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#define FISH_ACT_ACTIVE 1
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#define FISH_ACT_RESPAWN 2
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/* Blue_Fish */
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/* oAction */
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#define BLUE_FISH_ACT_DIVE 0
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#define BLUE_FISH_ACT_TURN 1
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#define BLUE_FISH_ACT_ASCEND 2
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#define BLUE_FISH_ACT_TURN_BACK 3
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/* oAction: bhv_blue_fish_spawn_loop */
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#define BLUE_FISH_ACT_SPAWN 0
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#define BLUE_FISH_ACT_ROOM 1
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#define BLUE_FISH_ACT_DUPLICATE 2
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/* Cannon Trap Door */
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/* oAction */
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#define CANNON_TRAP_DOOR_ACT_CLOSED 0
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@@ -733,10 +753,37 @@
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#define PYRAMID_WALL_BP_POSITION_MIDDLE 1
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#define PYRAMID_WALL_BP_POSITION_LOW 2
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/* Tuxie */
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/* Penguins (general) */
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/* Walking sounds */
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#define PENGUIN_WALK_BABY 0
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#define PENGUIN_WALK_BIG 1
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/* Animations */
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#define PENGUIN_ANIM_WALK 0
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#define PENGUIN_ANIM_IDLE 3
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/* Racing penguin */
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/* oAction */
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#define RACING_PENGUIN_ACT_WAIT_FOR_MARIO 0
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#define RACING_PENGUIN_ACT_SHOW_INIT_TEXT 1
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#define RACING_PENGUIN_ACT_PREPARE_FOR_RACE 2
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#define RACING_PENGUIN_ACT_RACE 3
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#define RACING_PENGUIN_ACT_FINISH_RACE 4
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#define RACING_PENGUIN_ACT_SHOW_FINAL_TEXT 5
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/* SL walking penguin */
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/* oAction */
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#define SL_WALKING_PENGUIN_ACT_MOVING_FORWARDS 0
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#define SL_WALKING_PENGUIN_ACT_TURNING_BACK 1
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#define SL_WALKING_PENGUIN_ACT_RETURNING 2
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#define SL_WALKING_PENGUIN_ACT_TURNING_FORWARDS 3
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/* Snowman wind */
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/* oSubAction */
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#define SL_SNOWMAN_WIND_ACT_IDLE 0
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#define SL_SNOWMAN_WIND_ACT_TALKING 1
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#define SL_SNOWMAN_WIND_ACT_BLOWING 2
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/* Water bomb */
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/* oAction */
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@@ -850,21 +897,17 @@
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#define BIRD_BP_SPAWNED 0
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#define BIRD_BP_SPAWNER 1
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/* Racing penguin */
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/* oAction */
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#define RACING_PENGUIN_ACT_WAIT_FOR_MARIO 0
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#define RACING_PENGUIN_ACT_SHOW_INIT_TEXT 1
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#define RACING_PENGUIN_ACT_PREPARE_FOR_RACE 2
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#define RACING_PENGUIN_ACT_RACE 3
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#define RACING_PENGUIN_ACT_FINISH_RACE 4
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#define RACING_PENGUIN_ACT_SHOW_FINAL_TEXT 5
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/* Skeeter */
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/* oAction */
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#define SKEETER_ACT_IDLE 0
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#define SKEETER_ACT_LUNGE 1
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#define SKEETER_ACT_WALK 2
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/* Snufit */
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/* oAction */
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#define SNUFIT_ACT_IDLE 0
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#define SNUFIT_ACT_SHOOT 1
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/* Tweester */
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/* oAction */
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#define TWEESTER_ACT_IDLE 0
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