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@@ -1965,6 +1965,7 @@ const BehaviorScript bhvBowser[] = {
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SPAWN_CHILD(/*Model*/ MODEL_NONE, /*Behavior*/ bhvBowserBodyAnchor),
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SPAWN_CHILD(/*Model*/ MODEL_BOWSER_BOMB_CHILD_OBJ, /*Behavior*/ bhvBowserFlameSpawn),
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SPAWN_OBJ(/*Model*/ MODEL_NONE, /*Behavior*/ bhvBowserTailAnchor),
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// Beta leftover that spawn 50 coins when Bowser is defeated
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SET_INT(oNumLootCoins, 50),
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SET_OBJ_PHYSICS(/*Wall hitbox radius*/ 0, /*Gravity*/ -400, /*Bounciness*/ -70, /*Drag strength*/ 1000, /*Friction*/ 1000, /*Buoyancy*/ 200, /*Unused*/ 0, 0),
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SET_HOME(),
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@@ -3023,7 +3024,7 @@ const BehaviorScript bhvHiddenStaircaseStep[] = {
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END_LOOP(),
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};
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const BehaviorScript bhvBooBossSpawnedBridge[] = {
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const BehaviorScript bhvBooStaircase[] = {
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BEGIN(OBJ_LIST_SURFACE),
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OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
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LOAD_COLLISION_DATA(bbh_seg7_collision_staircase_step),
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@@ -3031,7 +3032,7 @@ const BehaviorScript bhvBooBossSpawnedBridge[] = {
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SET_FLOAT(oCollisionDistance, 1000),
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SET_HOME(),
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BEGIN_LOOP(),
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CALL_NATIVE(bhv_boo_boss_spawned_bridge_loop),
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CALL_NATIVE(bhv_boo_staircase),
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CALL_NATIVE(load_object_collision_model),
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END_LOOP(),
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};
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@@ -3141,7 +3142,7 @@ const BehaviorScript bhvUnusedFakeStar[] = {
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};
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// What is this?
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static const BehaviorScript unused_1[] = {
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UNUSED static const BehaviorScript unused_1[] = {
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BREAK(),
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BREAK(),
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BREAK(),
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@@ -3851,7 +3852,7 @@ const BehaviorScript bhvSignOnWall[] = {
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const BehaviorScript bhvHomingAmp[] = {
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BEGIN(OBJ_LIST_GENACTOR),
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OR_INT(oFlags, (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_MOVE_XZ_USING_FVEL | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)),
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LOAD_ANIMATIONS(oAnimations, amp_seg8_anims_08004034),
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LOAD_ANIMATIONS(oAnimations, dAmpAnimsList),
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ANIMATE(0),
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SET_FLOAT(oGraphYOffset, 40),
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SET_INT(oIntangibleTimer, 0),
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@@ -3864,7 +3865,7 @@ const BehaviorScript bhvHomingAmp[] = {
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const BehaviorScript bhvCirclingAmp[] = {
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BEGIN(OBJ_LIST_GENACTOR),
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OR_INT(oFlags, (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_MOVE_XZ_USING_FVEL | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)),
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LOAD_ANIMATIONS(oAnimations, amp_seg8_anims_08004034),
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LOAD_ANIMATIONS(oAnimations, dAmpAnimsList),
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ANIMATE(0),
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SET_FLOAT(oGraphYOffset, 40),
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SET_INT(oIntangibleTimer, 0),
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