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@@ -1,7 +1,17 @@
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#ifndef _MODEL_IDS_H
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#define _MODEL_IDS_H
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#define ACT_1 (1 << 0)
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#define ACT_2 (1 << 1)
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#define ACT_3 (1 << 2)
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#define ACT_4 (1 << 3)
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#define ACT_5 (1 << 4)
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#define ACT_6 (1 << 5)
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// Don't worry about formatting here, this file should be deleted and replaced with model_ids.inc.
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// If an object is set as active for the first 5 acts only, it is treated as always active.
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// It's possible that there were only planned to be 5 acts per level early in development.
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// Hence, they added a macro so they wouldn't have to change the acts for every object.
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#define ALL_ACTS_MACRO ACT_1 | ACT_2 | ACT_3 | ACT_4 | ACT_5
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#define ALL_ACTS ACT_1 | ACT_2 | ACT_3 | ACT_4 | ACT_5 | ACT_6
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#define COIN_FORMATION_FLAG_VERTICAL (1 << 0)
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#define COIN_FORMATION_FLAG_RING (1 << 1)
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@@ -389,8 +399,8 @@
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#define MODEL_ENEMY_LAKITU 0x54 // enemy_lakitu_geo
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#define MODEL_SPINY_BALL 0x55 // spiny_ball_geo
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#define MODEL_SPINY 0x56 // spiny_geo
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#define MODEL_WIGGLER 0x57 // wiggler_geo
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#define MODEL_WIGGLER_BODY_PART 0x58 // wiggler_body_part_geo
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#define MODEL_WIGGLER_HEAD 0x57 // wiggler_head_geo
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#define MODEL_WIGGLER_BODY 0x58 // wiggler_body_geo
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#define MODEL_BUBBA 0x59 // bubba_geo
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// referenced in macro presets. Unknown usage.
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