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@@ -18,13 +18,13 @@ extern const BehaviorScript bhvKingBobomb[];
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extern const BehaviorScript bhvBobombAnchorMario[];
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extern const BehaviorScript bhvBetaChestBottom[];
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extern const BehaviorScript bhvBetaChestLid[];
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extern const BehaviorScript bhvBubbleMario[];
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extern const BehaviorScript bhvBubbleParticleSpawner[];
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extern const BehaviorScript bhvBubbleMaybe[];
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extern const BehaviorScript bhvSmallWaterWave[];
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extern const BehaviorScript bhvSmallWaterWave398[];
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extern const BehaviorScript bhvWaterAirBubble[];
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extern const BehaviorScript bhvSmallParticle[];
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extern const BehaviorScript bhvWaterWaves[];
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extern const BehaviorScript bhvPlungeBubble[];
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extern const BehaviorScript bhvSmallParticleSnow[];
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extern const BehaviorScript bhvSmallParticleBubbles[];
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extern const BehaviorScript bhvFishGroup[];
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@@ -64,11 +64,11 @@ extern const BehaviorScript bhvSingleCoinGetsSpawned[];
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extern const BehaviorScript bhvCoinSparkles[];
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extern const BehaviorScript bhvGoldenCoinSparkles[];
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extern const BehaviorScript bhvWallTinyStarParticle[];
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extern const BehaviorScript bhvWallTinyStarParticleSpawn[];
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extern const BehaviorScript bhvVertStarParticleSpawner[];
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extern const BehaviorScript bhvPoundTinyStarParticle[];
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extern const BehaviorScript bhvPoundTinyStarParticleSpawn[];
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extern const BehaviorScript bhvHorStarParticleSpawner[];
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extern const BehaviorScript bhvPunchTinyTriangle[];
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extern const BehaviorScript bhvPunchTinyTriangleSpawn[];
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extern const BehaviorScript bhvTriangleParticleSpawner[];
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extern const BehaviorScript bhvDoorWarp[];
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extern const BehaviorScript bhvDoor[];
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extern const BehaviorScript bhvGrindel[];
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@@ -83,14 +83,14 @@ extern const BehaviorScript bhvAnotherElavator[];
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extern const BehaviorScript bhvRrElevatorPlatform[];
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extern const BehaviorScript bhvHmcElevatorPlatform[];
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extern const BehaviorScript bhvWaterMist[];
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extern const BehaviorScript bhvWaterMistSpawn[];
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extern const BehaviorScript bhvBreathParticleSpawner[];
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extern const BehaviorScript bhvBreakBoxTriangle[];
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extern const BehaviorScript bhvWaterMist2[];
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extern const BehaviorScript bhvUnused0DFC[];
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extern const BehaviorScript bhvPoundWhitePuffs[];
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extern const BehaviorScript bhvGroundSand[];
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extern const BehaviorScript bhvMistCircParticleSpawner[];
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extern const BehaviorScript bhvDirtParticleSpawner[];
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extern const BehaviorScript bhvUnused0E40[];
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extern const BehaviorScript bhvGroundSnow[];
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extern const BehaviorScript bhvSnowParticleSpawner[];
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extern const BehaviorScript bhvWind[];
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extern const BehaviorScript bhvEndToad[];
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extern const BehaviorScript bhvEndPeach[];
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@@ -113,7 +113,7 @@ extern const BehaviorScript bhvFlamethrowerFlame[];
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extern const BehaviorScript bhvBouncingFireball[];
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extern const BehaviorScript bhvBouncingFireballFlame[];
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extern const BehaviorScript bhvBowserShockWave[];
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extern const BehaviorScript bhvFlameMario[];
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extern const BehaviorScript bhvFireParticleSpawner[];
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extern const BehaviorScript bhvBlackSmokeMario[];
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extern const BehaviorScript bhvBlackSmokeBowser[];
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extern const BehaviorScript bhvBlackSmokeUpward[];
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@@ -123,7 +123,7 @@ extern const BehaviorScript bhvTowerPlatformGroup[];
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extern const BehaviorScript bhvWfSlidingTowerPlatform[];
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extern const BehaviorScript bhvWfElevatorTowerPlatform[];
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extern const BehaviorScript bhvWfSolidTowerPlatform[];
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extern const BehaviorScript bhvSnowLeafParticleSpawn[];
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extern const BehaviorScript bhvLeafParticleSpawner[];
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extern const BehaviorScript bhvTreeSnow[];
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extern const BehaviorScript bhvTreeLeaf[];
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extern const BehaviorScript bhvAnotherTiltingPlatform[];
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@@ -235,7 +235,7 @@ extern const BehaviorScript bhvUnused243C[];
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extern const BehaviorScript bhvSunkenShipPart2[];
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extern const BehaviorScript bhvInSunkenShip[];
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extern const BehaviorScript bhvInSunkenShip2[];
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extern const BehaviorScript bhvMarioDustGenerator[];
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extern const BehaviorScript bhvMistParticleSpawner[];
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extern const BehaviorScript bhvWhitePuff1[];
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extern const BehaviorScript bhvWhitePuff2[];
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extern const BehaviorScript bhvWhitePuffSmoke2[];
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@@ -278,7 +278,7 @@ extern const BehaviorScript bhvFloorTrapInCastle[];
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extern const BehaviorScript bhvTree[];
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extern const BehaviorScript bhvSparkle[];
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extern const BehaviorScript bhvSparkleSpawn[];
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extern const BehaviorScript bhvSpecialTripleJumpSparkles[];
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extern const BehaviorScript bhvSparkleParticleSpawner[];
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extern const BehaviorScript bhvSomeGfx[];
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extern const BehaviorScript bhvScuttlebug[];
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extern const BehaviorScript bhvScuttlebugSpawn[];
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@@ -306,11 +306,11 @@ extern const BehaviorScript bhvWarps60[];
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extern const BehaviorScript bhvWarps64[];
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extern const BehaviorScript bhvWarps68[];
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extern const BehaviorScript bhvWarps6C[];
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extern const BehaviorScript bhvWarps70[];
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extern const BehaviorScript bhvDeathWarp[];
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extern const BehaviorScript bhvWarps74[];
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extern const BehaviorScript bhvWarps78[];
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extern const BehaviorScript bhvWarps7C[];
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extern const BehaviorScript bhvWarps80[];
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extern const BehaviorScript bhvPaintingDeathWarp[];
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extern const BehaviorScript bhvWarps84[];
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extern const BehaviorScript bhvWarps88[];
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extern const BehaviorScript bhvWarps8C[];
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@@ -10,16 +10,16 @@
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// Bug Fixes
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// --| US Version Nintendo Bug Fixes
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/// Fixes bug where obtaining over 999 coins sets the number of lives to 999 (or -25)
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#define BUGFIX_MAX_LIVES (0 || VERSION_US || VERSION_EU)
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#define BUGFIX_MAX_LIVES (0 || VERSION_US || VERSION_EU || VERSION_SH)
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/// Fixes bug where the Boss music won't fade out after defeating King Bob-omb
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#define BUGFIX_KING_BOB_OMB_FADE_MUSIC (0 || VERSION_US || VERSION_EU)
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/// Fixes bug in Bob-Omb Battlefield where entering a warp stops the Koopa race music
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#define BUGFIX_KOOPA_RACE_MUSIC (0 || VERSION_US || VERSION_EU)
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#define BUGFIX_KOOPA_RACE_MUSIC (0 || VERSION_US || VERSION_EU || VERSION_SH)
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/// Fixes bug where Piranha Plants do not reset their action state when the
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/// player exits their activation radius.
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#define BUGFIX_PIRANHA_PLANT_STATE_RESET (0 || VERSION_US || VERSION_EU)
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#define BUGFIX_PIRANHA_PLANT_STATE_RESET (0 || VERSION_US || VERSION_EU || VERSION_SH)
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/// Fixes bug where sleeping Piranha Plants damage players that bump into them
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#define BUGFIX_PIRANHA_PLANT_SLEEP_DAMAGE (0 || VERSION_US)
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#define BUGFIX_PIRANHA_PLANT_SLEEP_DAMAGE (0 || VERSION_US || VERSION_SH)
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/// Fixes bug where it shows a star when you grab a key in bowser battle stages
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#define BUGFIX_STAR_BOWSER_KEY (0 || VERSION_US || VERSION_EU)
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@@ -5,7 +5,6 @@
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#include "game/shadow.h"
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#include "game/object_helpers.h"
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#include "game/object_helpers2.h"
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#include "game/behavior_actions.h"
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#include "game/segment2.h"
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#include "game/mario_misc.h"
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@@ -7,7 +7,7 @@
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struct MacroPreset
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{
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/*0x00*/ const BehaviorScript *beh;
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/*0x00*/ const BehaviorScript *behavior;
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/*0x04*/ s16 model;
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/*0x06*/ s16 param;
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};
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@@ -3,6 +3,10 @@
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#include "platform_info.h"
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#ifndef __sgi
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#define GLOBAL_ASM(...)
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#endif
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#if !defined(__sgi) && (!defined(NON_MATCHING) || !defined(AVOID_UB))
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// asm-process isn't supported outside of IDO, and undefined behavior causes
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// crashes.
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@@ -1,9 +1,10 @@
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#ifndef MAKE_CONST_NONCONST_H
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#define MAKE_CONST_NONCONST_H
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#ifdef __sgi
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#ifdef TARGET_N64
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// IDO sometimes puts const variables in .rodata and sometimes in .data, which breaks ordering.
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// This makes sure all variables are put into the same section (.data).
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// This makes sure all variables are put into the same section (.data). We need to do this for
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// both IDO and gcc for TARGET_N64.
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#define const
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#endif
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@@ -32,14 +32,14 @@
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#define OBJ_FLAG_MOVE_XZ_USING_FVEL (1 << 1) // 0x00000002
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#define OBJ_FLAG_MOVE_Y_WITH_TERMINAL_VEL (1 << 2) // 0x00000004
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#define OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW (1 << 3) // 0x00000008
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#define OBJ_FLAG_0010 (1 << 4) // 0x00000010
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#define OBJ_FLAG_SET_FACE_ANGLE_TO_MOVE_ANGLE (1 << 4) // 0x00000010
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#define OBJ_FLAG_0020 (1 << 5) // 0x00000020
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#define OBJ_FLAG_COMPUTE_DIST_TO_MARIO (1 << 6) // 0x00000040
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#define OBJ_FLAG_ACTIVE_FROM_AFAR (1 << 7) // 0x00000080
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#define OBJ_FLAG_0100 (1 << 8) // 0x00000100
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#define OBJ_FLAG_TRANSFORM_RELATIVE_TO_PARENT (1 << 9) // 0x00000200
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#define OBJ_FLAG_HOLDABLE (1 << 10) // 0x00000400
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#define OBJ_FLAG_0800 (1 << 11) // 0x00000800
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#define OBJ_FLAG_SET_THROW_MATRIX_FROM_TRANSFORM (1 << 11) // 0x00000800
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#define OBJ_FLAG_1000 (1 << 12) // 0x00001000
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#define OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO (1 << 13) // 0x00002000
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#define OBJ_FLAG_PERSISTENT_RESPAWN (1 << 14) // 0x00004000
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@@ -106,26 +106,26 @@
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OBJ_MOVE_UNDERWATER_ON_GROUND)
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/* oActiveParticleFlags */
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#define ACTIVE_PARTICLE_0 (1 << 0) // 0x00000001
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#define ACTIVE_PARTICLE_DUST (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_SPARKLES (1 << 3) // 0x00000008
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#define ACTIVE_PARTICLE_H_STAR (1 << 4) // 0x00000010
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#define ACTIVE_PARTICLE_BUBBLE (1 << 5) // 0x00000020
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#define ACTIVE_PARTICLE_WATER_SPLASH (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_PLUNGE_BUBBLE (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_FIRE (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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#define ACTIVE_PARTICLE_LEAF (1 << 13) // 0x00002000
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#define ACTIVE_PARTICLE_DIRT (1 << 14) // 0x00004000
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#define ACTIVE_PARTICLE_MIST_CIRCLE (1 << 15) // 0x00008000
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#define ACTIVE_PARTICLE_SNOW (1 << 16) // 0x00010000
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#define ACTIVE_PARTICLE_BREATH (1 << 17) // 0x00020000
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#define ACTIVE_PARTICLE_V_STAR (1 << 18) // 0x00040000
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#define ACTIVE_PARTICLE_TRIANGLE (1 << 19) // 0x00080000
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/* oAction */
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#define OBJ_ACT_LAVA_DEATH 100
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@@ -107,7 +107,7 @@
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#define /*0x14C*/ oAction OBJECT_FIELD_S32(0x31)
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#define /*0x150*/ oSubAction OBJECT_FIELD_S32(0x32)
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#define /*0x154*/ oTimer OBJECT_FIELD_S32(0x33)
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#define /*0x158*/ oBounce OBJECT_FIELD_F32(0x34)
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#define /*0x158*/ oBounciness OBJECT_FIELD_F32(0x34)
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#define /*0x15C*/ oDistanceToMario OBJECT_FIELD_F32(0x35)
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#define /*0x160*/ oAngleToMario OBJECT_FIELD_S32(0x36)
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#define /*0x164*/ oHomeX OBJECT_FIELD_F32(0x37)
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@@ -129,7 +129,7 @@
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// 0x1A4 is unused, possibly related to 0x1A8 in removed macro purposes.
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#define /*0x1A8*/ oUnk1A8 OBJECT_FIELD_U32(0x48)
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// 0x1AC-0x1B2 (0x48-0x4A) are object specific and defined below the common fields.
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#define /*0x1B4*/ oWallAngle OBJECT_FIELD_U32(0x4B)
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#define /*0x1B4*/ oWallAngle OBJECT_FIELD_S32(0x4B)
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#define /*0x1B8*/ oFloorType OBJECT_FIELD_S16(0x4C, 0)
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#define /*0x1BA*/ oFloorRoom OBJECT_FIELD_S16(0x4C, 1)
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#define /*0x1BC*/ oAngleToHome OBJECT_FIELD_S32(0x4D)
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@@ -89,24 +89,24 @@
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#define WATER_STEP_HIT_WALL 4
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#define PARTICLE_DUST /* 0x00000001 */ (1 << 0)
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#define PARTICLE_1 /* 0x00000002 */ (1 << 1)
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#define PARTICLE_VERTICAL_STAR /* 0x00000002 */ (1 << 1)
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#define PARTICLE_2 /* 0x00000004 */ (1 << 2)
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#define PARTICLE_SPARKLES /* 0x00000008 */ (1 << 3)
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#define PARTICLE_4 /* 0x00000010 */ (1 << 4)
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#define PARTICLE_5 /* 0x00000020 */ (1 << 5)
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#define PARTICLE_HORIZONTAL_STAR /* 0x00000010 */ (1 << 4)
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#define PARTICLE_BUBBLE /* 0x00000020 */ (1 << 5)
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#define PARTICLE_WATER_SPLASH /* 0x00000040 */ (1 << 6)
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#define PARTICLE_IDLE_WATER_WAVE /* 0x00000080 */ (1 << 7)
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#define PARTICLE_SHALLOW_WATER_WAVE /* 0x00000100 */ (1 << 8)
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#define PARTICLE_9 /* 0x00000200 */ (1 << 9)
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#define PARTICLE_PLUNGE_BUBBLE /* 0x00000200 */ (1 << 9)
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#define PARTICLE_WAVE_TRAIL /* 0x00000400 */ (1 << 10)
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#define PARTICLE_11 /* 0x00000800 */ (1 << 11)
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#define PARTICLE_FIRE /* 0x00000800 */ (1 << 11)
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#define PARTICLE_SHALLOW_WATER_SPLASH /* 0x00001000 */ (1 << 12)
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#define PARTICLE_LEAVES /* 0x00002000 */ (1 << 13)
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#define PARTICLE_14 /* 0x00004000 */ (1 << 14)
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#define PARTICLE_15 /* 0x00008000 */ (1 << 15)
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#define PARTICLE_16 /* 0x00010000 */ (1 << 16)
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#define PARTICLE_17 /* 0x00020000 */ (1 << 17)
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#define PARTICLE_18 /* 0x00040000 */ (1 << 18)
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#define PARTICLE_LEAF /* 0x00002000 */ (1 << 13)
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#define PARTICLE_SNOW /* 0x00004000 */ (1 << 14)
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#define PARTICLE_DIRT /* 0x00008000 */ (1 << 15)
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#define PARTICLE_MIST_CIRCLE /* 0x00010000 */ (1 << 16)
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#define PARTICLE_BREATH /* 0x00020000 */ (1 << 17)
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#define PARTICLE_TRIANGLE /* 0x00040000 */ (1 << 18)
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#define PARTICLE_19 /* 0x00080000 */ (1 << 19)
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#define MODEL_STATE_NOISE_ALPHA 0x180
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@@ -185,19 +185,19 @@
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#define ACT_IN_QUICKSAND 0x0002020D // (0x00D | ACT_FLAG_STATIONARY | ACT_FLAG_INVULNERABLE)
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#define ACT_CROUCHING 0x0C008220 // (0x020 | ACT_FLAG_STATIONARY | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_START_CROUCHING 0x0C008221 // (0x021 | ACT_FLAG_STATIONARY | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_UNKNOWN_022 0x0C008222 // (0x022 | ACT_FLAG_STATIONARY | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_STOP_CROUCHING 0x0C008222 // (0x022 | ACT_FLAG_STATIONARY | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_START_CRAWLING 0x0C008223 // (0x023 | ACT_FLAG_STATIONARY | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_UNKNOWN_024 0x0C008224 // (0x024 | ACT_FLAG_STATIONARY | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_STOP_CRAWLING 0x0C008224 // (0x024 | ACT_FLAG_STATIONARY | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_SLIDE_KICK_SLIDE_STOP 0x08000225 // (0x025 | ACT_FLAG_STATIONARY | ACT_FLAG_PAUSE_EXIT)
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#define ACT_UNKNOWN_026 0x00020226 // (0x026 | ACT_FLAG_STATIONARY | ACT_FLAG_INVULNERABLE)
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#define ACT_SHOCKWAVE_BOUNCE 0x00020226 // (0x026 | ACT_FLAG_STATIONARY | ACT_FLAG_INVULNERABLE)
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#define ACT_FIRST_PERSON 0x0C000227 // (0x027 | ACT_FLAG_STATIONARY | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_BACKFLIP_LAND_STOP 0x0800022F // (0x02F | ACT_FLAG_STATIONARY | ACT_FLAG_PAUSE_EXIT)
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#define ACT_JUMP_LAND_STOP 0x0C000230 // (0x030 | ACT_FLAG_STATIONARY | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_DOUBLE_JUMP_LAND_STOP 0x0C000231 // (0x031 | ACT_FLAG_STATIONARY | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_FREEFALL_LAND_STOP 0x0C000232 // (0x032 | ACT_FLAG_STATIONARY | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_SIDE_FLIP_LAND_STOP 0x0C000233 // (0x033 | ACT_FLAG_STATIONARY | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
|
||||
#define ACT_UNKNOWN_034 0x08000234 // (0x034 | ACT_FLAG_STATIONARY | ACT_FLAG_PAUSE_EXIT)
|
||||
#define ACT_UNKNOWN_035 0x08000235 // (0x035 | ACT_FLAG_STATIONARY | ACT_FLAG_PAUSE_EXIT)
|
||||
#define ACT_HOLD_JUMP_LAND_STOP 0x08000234 // (0x034 | ACT_FLAG_STATIONARY | ACT_FLAG_PAUSE_EXIT)
|
||||
#define ACT_HOLD_FREEFALL_LAND_STOP 0x08000235 // (0x035 | ACT_FLAG_STATIONARY | ACT_FLAG_PAUSE_EXIT)
|
||||
#define ACT_AIR_THROW_LAND 0x80000A36 // (0x036 | ACT_FLAG_STATIONARY | ACT_FLAG_AIR | ACT_FLAG_THROWING)
|
||||
#define ACT_TWIRL_LAND 0x18800238 // (0x038 | ACT_FLAG_STATIONARY | ACT_FLAG_ATTACKING | ACT_FLAG_PAUSE_EXIT | ACT_FLAG_SWIMMING_OR_FLYING)
|
||||
#define ACT_LAVA_BOOST_LAND 0x08000239 // (0x039 | ACT_FLAG_STATIONARY | ACT_FLAG_PAUSE_EXIT)
|
||||
@@ -206,7 +206,7 @@
|
||||
#define ACT_GROUND_POUND_LAND 0x0080023C // (0x03C | ACT_FLAG_STATIONARY | ACT_FLAG_ATTACKING)
|
||||
#define ACT_BRAKING_STOP 0x0C00023D // (0x03D | ACT_FLAG_STATIONARY | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
|
||||
#define ACT_BUTT_SLIDE_STOP 0x0C00023E // (0x03E | ACT_FLAG_STATIONARY | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
|
||||
#define ACT_UNKNOWN_03F 0x0800043F // (0x03F | ACT_FLAG_MOVING | ACT_FLAG_PAUSE_EXIT)
|
||||
#define ACT_HOLD_BUTT_SLIDE_STOP 0x0800043F // (0x03F | ACT_FLAG_MOVING | ACT_FLAG_PAUSE_EXIT)
|
||||
|
||||
// group 0x040: moving (ground) actions
|
||||
#define ACT_WALKING 0x04000440 // (0x040 | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_FIRST_PERSON)
|
||||
|
||||
@@ -30,6 +30,9 @@ struct Controller
|
||||
/*0x12*/ u16 buttonPressed;
|
||||
/*0x14*/ OSContStatus *statusData;
|
||||
/*0x18*/ OSContPad *controllerData;
|
||||
#ifdef VERSION_SH
|
||||
/*0x1C*/ int port;
|
||||
#endif
|
||||
};
|
||||
|
||||
typedef f32 Vec2f[2];
|
||||
@@ -185,10 +188,10 @@ struct Object
|
||||
} ptrData;
|
||||
#endif
|
||||
/*0x1C8*/ u32 unused1;
|
||||
/*0x1CC*/ const BehaviorScript *behScript;
|
||||
/*0x1D0*/ u32 stackIndex;
|
||||
/*0x1D4*/ uintptr_t stack[8];
|
||||
/*0x1F4*/ s16 unk1F4;
|
||||
/*0x1CC*/ const BehaviorScript *curBhvCommand;
|
||||
/*0x1D0*/ u32 bhvStackIndex;
|
||||
/*0x1D4*/ uintptr_t bhvStack[8];
|
||||
/*0x1F4*/ s16 bhvDelayTimer;
|
||||
/*0x1F6*/ s16 respawnInfoType;
|
||||
/*0x1F8*/ f32 hitboxRadius;
|
||||
/*0x1FC*/ f32 hitboxHeight;
|
||||
|
||||
Reference in New Issue
Block a user