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@@ -288,8 +288,8 @@
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#define DISABLE_RENDERING() \
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BC_B(0x35)
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// Spawns a water splash with the given parameters.
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#define SPAWN_WATER_SPLASH(params) \
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// Spawns a water droplet with the given parameters.
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#define SPAWN_WATER_DROPLET(params) \
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BC_B(0x37), \
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BC_PTR(params)
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@@ -379,7 +379,7 @@ const BehaviorScript bhvPoleGrabbing[] = {
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CALL_NATIVE(bhv_pole_init),
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SET_INT(oIntangibleTimer, 0),
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BEGIN_LOOP(),
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CALL_NATIVE(BehClimbDetectLoop),
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CALL_NATIVE(bhv_pole_base_loop),
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END_LOOP(),
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};
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@@ -778,7 +778,7 @@ const BehaviorScript bhvFadingWarp[] = {
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SET_INT(oInteractType, INTERACT_WARP),
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SET_INT(oIntangibleTimer, 0),
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BEGIN_LOOP(),
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CALL_NATIVE(BehFadingWarpLoop),
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CALL_NATIVE(bhv_fading_warp_loop),
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END_LOOP(),
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};
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@@ -1209,8 +1209,8 @@ const BehaviorScript bhvBreakBoxTriangle[] = {
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BEGIN(OBJ_LIST_UNIMPORTANT),
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OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
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BEGIN_REPEAT(18),
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CALL_NATIVE(obj_rotate_face_angle_using_vel),
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CALL_NATIVE(obj_move_using_fvel_and_gravity),
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CALL_NATIVE(cur_obj_rotate_face_angle_using_vel),
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CALL_NATIVE(cur_obj_move_using_fvel_and_gravity),
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END_REPEAT(),
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DEACTIVATE(),
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};
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@@ -1251,7 +1251,7 @@ const BehaviorScript bhvGroundSand[] = {
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BEGIN(OBJ_LIST_DEFAULT),
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BEGIN(OBJ_LIST_DEFAULT),
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OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
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CALL_NATIVE(bhv_unused_0e40_init),
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CALL_NATIVE(bhv_ground_sand_init),
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DELAY(1),
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DEACTIVATE(),
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};
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@@ -1278,7 +1278,7 @@ const BehaviorScript bhvEndToad[] = {
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LOAD_ANIMATIONS(oAnimations, toad_seg6_anims_0600FB58),
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ANIMATE(0),
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BEGIN_LOOP(),
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CALL_NATIVE(BehEndToadLoop),
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CALL_NATIVE(bhv_end_toad_loop),
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END_LOOP(),
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};
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@@ -1288,7 +1288,7 @@ const BehaviorScript bhvEndPeach[] = {
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LOAD_ANIMATIONS(oAnimations, peach_seg5_anims_0501C41C),
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ANIMATE(0),
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BEGIN_LOOP(),
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CALL_NATIVE(BehEndPeachLoop),
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CALL_NATIVE(bhv_end_peach_loop),
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END_LOOP(),
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};
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@@ -1371,7 +1371,7 @@ const BehaviorScript bhvDddMovingPole[] = {
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SET_INT(oIntangibleTimer, 0),
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BEGIN_LOOP(),
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CALL_NATIVE(bhv_ddd_moving_pole_loop),
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CALL_NATIVE(BehClimbDetectLoop),
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CALL_NATIVE(bhv_pole_base_loop),
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END_LOOP(),
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};
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@@ -1971,7 +1971,7 @@ const BehaviorScript bhvTiltingBowserLavaPlatform[] = {
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SET_INT(oFaceAngleYaw, 0),
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SET_HOME(),
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BEGIN_LOOP(),
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CALL_NATIVE(obj_rotate_face_angle_using_vel),
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CALL_NATIVE(cur_obj_rotate_face_angle_using_vel),
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CALL_NATIVE(load_object_collision_model),
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END_LOOP(),
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};
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@@ -2082,7 +2082,7 @@ const BehaviorScript bhvBlueFish[] = {
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LOAD_ANIMATIONS(oAnimations, blue_fish_seg3_anims_0301C2B0),
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ANIMATE(0),
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BEGIN_LOOP(),
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CALL_NATIVE(bhv_blue_fish_loop),
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CALL_NATIVE(bhv_blue_fish_movement_loop),
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END_LOOP(),
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};
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@@ -2503,16 +2503,16 @@ const BehaviorScript bhvLargeFishGroup[] = {
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DISABLE_RENDERING(),
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OR_INT(oFlags, (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)),
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BEGIN_LOOP(),
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CALL_NATIVE(bhv_fish_loop),
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CALL_NATIVE(bhv_large_fish_group_loop),
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END_LOOP(),
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};
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const BehaviorScript bhvFishGroup2[] = {
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const BehaviorScript bhvFish[] = {
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BEGIN(OBJ_LIST_DEFAULT),
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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_UPDATE_GFX_POS_AND_ANGLE)),
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SET_HOME(),
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BEGIN_LOOP(),
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CALL_NATIVE(bhv_fish_group_2_loop),
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CALL_NATIVE(bhv_fish_loop),
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END_LOOP(),
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};
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@@ -2547,7 +2547,7 @@ const BehaviorScript bhvChirpChirpUnused[] = {
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DISABLE_RENDERING(),
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OR_INT(oFlags, (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)),
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BEGIN_LOOP(),
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CALL_NATIVE(bhv_bird_chirp_chirp_loop),
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CALL_NATIVE(bhv_bub_spawner_loop),
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END_LOOP(),
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};
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@@ -2562,7 +2562,7 @@ const BehaviorScript bhvBub[] = {
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SET_HOME(),
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SET_INT(oIntangibleTimer, 0),
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BEGIN_LOOP(),
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CALL_NATIVE(bhv_cheep_cheep_loop),
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CALL_NATIVE(bhv_bub_loop),
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END_LOOP(),
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};
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@@ -2583,7 +2583,7 @@ const BehaviorScript bhvRotatingExclamationMark[] = {
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OR_INT(oFlags, (OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)),
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SCALE(200),
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BEGIN_LOOP(),
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CALL_NATIVE(bhv_rotatin_exclamation_box_loop),
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CALL_NATIVE(bhv_rotating_exclamation_box_loop),
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ADD_INT(oMoveAngleYaw, 0x800),
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END_LOOP(),
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};
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@@ -2771,7 +2771,7 @@ const BehaviorScript bhvWhitePuffSmoke2[] = {
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SET_INT(oAnimState, -1),
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BEGIN_REPEAT(7),
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CALL_NATIVE(bhv_white_puff_2_loop),
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CALL_NATIVE(obj_move_using_fvel_and_gravity),
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CALL_NATIVE(cur_obj_move_using_fvel_and_gravity),
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ADD_INT(oAnimState, 1),
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END_REPEAT(),
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DEACTIVATE(),
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@@ -3151,7 +3151,7 @@ const BehaviorScript bhvTree[] = {
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SET_HITBOX(/*Radius*/ 80, /*Height*/ 500),
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SET_INT(oIntangibleTimer, 0),
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BEGIN_LOOP(),
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CALL_NATIVE(BehClimbDetectLoop),
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CALL_NATIVE(bhv_pole_base_loop),
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END_LOOP(),
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};
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@@ -3237,6 +3237,7 @@ const BehaviorScript bhvSmallWhomp[] = {
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END_LOOP(),
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};
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// The large splash Mario makes when he jumps into a pool of water.
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const BehaviorScript bhvWaterSplash[] = {
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BEGIN(OBJ_LIST_DEFAULT),
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OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
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@@ -3244,9 +3245,9 @@ const BehaviorScript bhvWaterSplash[] = {
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SET_INT(oAnimState, -1),
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BEGIN_REPEAT(3),
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ADD_INT(oAnimState, 1),
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CALL_NATIVE(bhv_water_splash_loop),
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CALL_NATIVE(bhv_water_splash_spawn_droplets),
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DELAY(1),
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CALL_NATIVE(bhv_water_splash_loop),
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CALL_NATIVE(bhv_water_splash_spawn_droplets),
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END_REPEAT(),
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BEGIN_REPEAT(5),
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ADD_INT(oAnimState, 1),
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@@ -3256,16 +3257,18 @@ const BehaviorScript bhvWaterSplash[] = {
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DEACTIVATE(),
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};
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const BehaviorScript bhvWaterDrops[] = {
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// Droplets of water that spawn as a result of various water splashes.
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const BehaviorScript bhvWaterDroplet[] = {
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BEGIN(OBJ_LIST_UNIMPORTANT),
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OR_INT(oFlags, (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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BILLBOARD(),
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BEGIN_LOOP(),
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CALL_NATIVE(bhv_water_drops_loop),
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CALL_NATIVE(bhv_water_droplet_loop),
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END_LOOP(),
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};
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const BehaviorScript bhvWaterSurfaceWhiteWave[] = {
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// Small splashes that are seen when a water droplet lands back into the water.
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const BehaviorScript bhvWaterDropletSplash[] = {
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BEGIN(OBJ_LIST_DEFAULT),
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OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
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#ifndef VERSION_JP
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@@ -3273,7 +3276,7 @@ const BehaviorScript bhvWaterSurfaceWhiteWave[] = {
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SET_INT(oFaceAngleYaw, 0),
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SET_INT(oFaceAngleRoll, 0),
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#endif
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CALL_NATIVE(bhv_water_surface_white_wave_init),
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CALL_NATIVE(bhv_water_droplet_splash_init),
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ADD_FLOAT(oPosY, 5),
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SET_INT(oAnimState, -1),
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BEGIN_REPEAT(6),
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@@ -3282,7 +3285,8 @@ const BehaviorScript bhvWaterSurfaceWhiteWave[] = {
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DEACTIVATE(),
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};
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const BehaviorScript bhvObjectBubbleRipples[] = {
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// The splash created when an air bubble hits the surface of the water.
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const BehaviorScript bhvBubbleSplash[] = {
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BEGIN(OBJ_LIST_DEFAULT),
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OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
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#ifdef VERSION_JP
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@@ -3296,14 +3300,15 @@ const BehaviorScript bhvObjectBubbleRipples[] = {
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SET_INT(oFaceAngleRoll, 0),
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#endif
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SET_INT(oAnimState, -1),
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CALL_NATIVE(bhv_object_bubble_ripples_init),
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CALL_NATIVE(bhv_bubble_splash_init),
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BEGIN_REPEAT(6),
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ADD_INT(oAnimState, 1),
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END_REPEAT(),
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DEACTIVATE(),
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};
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const BehaviorScript bhvSurfaceWaves[] = {
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// The water wave surrounding Mario when he is idle in a pool of water.
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const BehaviorScript bhvIdleWaterWave[] = {
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BEGIN(OBJ_LIST_DEFAULT),
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OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
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#ifdef VERSION_JP
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@@ -3319,16 +3324,18 @@ const BehaviorScript bhvSurfaceWaves[] = {
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SET_INT(oAnimState, -1),
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ADD_INT(oAnimState, 1),
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BEGIN_LOOP(),
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CALL_NATIVE(bhv_surface_waves_loop),
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CALL_NATIVE(bhv_idle_water_wave_loop),
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ADD_INT(oAnimState, 1),
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BEGIN_REPEAT(6),
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CALL_NATIVE(bhv_surface_waves_loop),
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CALL_NATIVE(bhv_idle_water_wave_loop),
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END_REPEAT(),
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CALL_NATIVE(bhv_surface_waves_loop),
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CALL_NATIVE(bhv_idle_water_wave_loop),
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END_LOOP(),
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};
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const BehaviorScript bhvWaterSurfaceWhiteWave2[] = {
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// Water splashes similar to the splashes created by water droplets, but are created by other objects.
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// Unlike water droplet splashes, they are unimportant objects.
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const BehaviorScript bhvObjectWaterSplash[] = {
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BEGIN(OBJ_LIST_UNIMPORTANT),
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OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
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#ifdef VERSION_JP
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@@ -3348,41 +3355,48 @@ const BehaviorScript bhvWaterSurfaceWhiteWave2[] = {
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DEACTIVATE(),
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};
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const BehaviorScript bhvWavesGenerator[] = {
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// Waves that are generated when running in shallow water.
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const BehaviorScript bhvShallowWaterWave[] = {
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BEGIN(OBJ_LIST_DEFAULT),
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OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
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DISABLE_RENDERING(),
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BEGIN_REPEAT(5),
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SPAWN_WATER_SPLASH(&D_8032FE18),
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SPAWN_WATER_DROPLET(&sShallowWaterWaveDropletParams),
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END_REPEAT_CONTINUE(),
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DELAY(1),
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BIT_CLEAR_INT32(oActiveParticleFlags, ACTIVE_PARTICLE_8),
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BIT_CLEAR_INT32(oActiveParticleFlags, ACTIVE_PARTICLE_SHALLOW_WATER_WAVE),
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DEACTIVATE(),
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};
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const BehaviorScript bhvSurfaceWaveShrinking[] = {
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// A small water splash that occurs when jumping in and out of shallow water.
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// Unlike the larger water splash it has no visible model of its own.
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// It has a 1 in 256 chance of spawning the fish particle easter egg.
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const BehaviorScript bhvShallowWaterSplash[] = {
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BEGIN(OBJ_LIST_DEFAULT),
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OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
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DISABLE_RENDERING(),
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BEGIN_REPEAT(18),
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SPAWN_WATER_SPLASH(&D_8032FDD0),
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SPAWN_WATER_DROPLET(&sShallowWaterSplashDropletParams),
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END_REPEAT_CONTINUE(),
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CALL_NATIVE(bhv_surface_wave_shrinking_init),
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CALL_NATIVE(bhv_shallow_water_splash_init),
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DELAY(1),
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BIT_CLEAR_INT32(oActiveParticleFlags, ACTIVE_PARTICLE_12),
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BIT_CLEAR_INT32(oActiveParticleFlags, ACTIVE_PARTICLE_SHALLOW_WATER_SPLASH),
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DEACTIVATE(),
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};
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const BehaviorScript bhvWaterType[] = {
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// Waves created by other objects along the water's surface, specifically the koopa shell and Sushi.
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// Unlike Mario's waves, they are unimportant objects.
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const BehaviorScript bhvObjectWaveTrail[] = {
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BEGIN(OBJ_LIST_UNIMPORTANT),
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OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
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GOTO(bhvWaveTrailOnSurface + 1 + 1 + 2),
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GOTO(bhvWaveTrail + 1 + 1 + 2), // Wave trail - common
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};
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const BehaviorScript bhvWaveTrailOnSurface[] = {
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// The waves created by Mario while he is swimming.
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const BehaviorScript bhvWaveTrail[] = {
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BEGIN(OBJ_LIST_DEFAULT),
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OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
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BIT_CLEAR_INT32(oActiveParticleFlags, ACTIVE_PARTICLE_10),
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BIT_CLEAR_INT32(oActiveParticleFlags, ACTIVE_PARTICLE_WAVE_TRAIL),
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// Wave trail - common:
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SET_FLOAT(oFaceAnglePitch, 0),
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SET_FLOAT(oFaceAngleYaw, 0),
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@@ -3390,41 +3404,47 @@ const BehaviorScript bhvWaveTrailOnSurface[] = {
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SET_INT(oAnimState, -1),
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BEGIN_REPEAT(8),
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ADD_INT(oAnimState, 1),
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CALL_NATIVE(bhv_wave_trail_loop),
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CALL_NATIVE(bhv_wave_trail_shrink),
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DELAY(1),
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CALL_NATIVE(bhv_wave_trail_loop),
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CALL_NATIVE(bhv_wave_trail_shrink),
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END_REPEAT(),
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||||
DEACTIVATE(),
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||||
};
|
||||
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||||
const BehaviorScript bhvTinyWhiteWindParticle[] = {
|
||||
// Tiny wind particles that provide aesthetics to the strong winds generated by the Snowman and Fwoosh.
|
||||
// As they are unimportant objects, they don't have collision with Mario.
|
||||
const BehaviorScript bhvTinyStrongWindParticle[] = {
|
||||
BEGIN(OBJ_LIST_UNIMPORTANT),
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||||
OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
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||||
BILLBOARD(),
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||||
BEGIN_LOOP(),
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||||
CALL_NATIVE(bhv_white_wind_particle_loop),
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||||
CALL_NATIVE(bhv_strong_wind_particle_loop),
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||||
END_LOOP(),
|
||||
};
|
||||
|
||||
const BehaviorScript bhvWindParticle[] = {
|
||||
// Strong wind particles generated by the Snowman and Fwoosh that blow Mario back and knock his cap off.
|
||||
const BehaviorScript bhvStrongWindParticle[] = {
|
||||
BEGIN(OBJ_LIST_POLELIKE),
|
||||
OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
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||||
BILLBOARD(),
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||||
BEGIN_LOOP(),
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||||
CALL_NATIVE(bhv_white_wind_particle_loop),
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||||
CALL_NATIVE(bhv_strong_wind_particle_loop),
|
||||
END_LOOP(),
|
||||
};
|
||||
|
||||
const BehaviorScript bhvSnowmanWindBlowing[] = {
|
||||
// The handler for the strong wind blown by the Snowman in SL. Triggers dialog and then aims towards Mario.
|
||||
const BehaviorScript bhvSLSnowmanWind[] = {
|
||||
BEGIN(OBJ_LIST_DEFAULT),
|
||||
OR_INT(oFlags, (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)),
|
||||
SET_HOME(),
|
||||
BEGIN_LOOP(),
|
||||
CALL_NATIVE(bhv_snowman_wind_blowing_loop),
|
||||
CALL_NATIVE(bhv_sl_snowman_wind_loop),
|
||||
END_LOOP(),
|
||||
};
|
||||
|
||||
const BehaviorScript bhvWalkingPenguin[] = {
|
||||
// The penguin that walks erratically along the ice bridge in front of the Snowman in SL.
|
||||
// Blocks strong wind particles, allowing Mario to walk behind it.
|
||||
const BehaviorScript bhvSLWalkingPenguin[] = {
|
||||
BEGIN(OBJ_LIST_SURFACE),
|
||||
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_UPDATE_GFX_POS_AND_ANGLE)),
|
||||
LOAD_COLLISION_DATA(penguin_seg5_collision_05008B88),
|
||||
@@ -3434,7 +3454,7 @@ const BehaviorScript bhvWalkingPenguin[] = {
|
||||
SCALE(600),
|
||||
SET_HOME(),
|
||||
BEGIN_LOOP(),
|
||||
CALL_NATIVE(bhv_walking_penguin_loop),
|
||||
CALL_NATIVE(bhv_sl_walking_penguin_loop),
|
||||
CALL_NATIVE(load_object_collision_model),
|
||||
END_LOOP(),
|
||||
};
|
||||
@@ -3469,18 +3489,18 @@ const BehaviorScript bhvToadMessage[] = {
|
||||
SET_HITBOX(/*Radius*/ 80, /*Height*/ 100),
|
||||
SET_INT(oIntangibleTimer, 0),
|
||||
CALL_NATIVE(bhv_init_room),
|
||||
CALL_NATIVE(bhvToadMessage_init),
|
||||
CALL_NATIVE(bhv_toad_message_init),
|
||||
BEGIN_LOOP(),
|
||||
CALL_NATIVE(bhvToadMessage_loop),
|
||||
CALL_NATIVE(bhv_toad_message_loop),
|
||||
END_LOOP(),
|
||||
};
|
||||
|
||||
const BehaviorScript bhvUnlockDoorStar[] = {
|
||||
BEGIN(OBJ_LIST_LEVEL),
|
||||
OR_INT(oFlags, (OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)),
|
||||
CALL_NATIVE(bhvUnlockDoorStar_init),
|
||||
CALL_NATIVE(bhv_unlock_door_star_init),
|
||||
BEGIN_LOOP(),
|
||||
CALL_NATIVE(bhvUnlockDoorStar_loop),
|
||||
CALL_NATIVE(bhv_unlock_door_star_loop),
|
||||
END_LOOP(),
|
||||
};
|
||||
|
||||
@@ -3695,7 +3715,7 @@ const BehaviorScript bhvBobombFuseSmoke[] = {
|
||||
CALL_NATIVE(bhv_bobomb_fuse_smoke_init),
|
||||
DELAY(1),
|
||||
BEGIN_LOOP(),
|
||||
CALL_NATIVE(BehDustSmokeLoop),
|
||||
CALL_NATIVE(bhv_dust_smoke_loop),
|
||||
ADD_INT(oAnimState, 1),
|
||||
END_LOOP(),
|
||||
};
|
||||
@@ -3944,7 +3964,7 @@ const BehaviorScript bhvBobombBullyDeathSmoke[] = {
|
||||
CALL_NATIVE(bhv_bobomb_bully_death_smoke_init),
|
||||
DELAY(1),
|
||||
BEGIN_LOOP(),
|
||||
CALL_NATIVE(BehDustSmokeLoop),
|
||||
CALL_NATIVE(bhv_dust_smoke_loop),
|
||||
ADD_INT(oAnimState, 1),
|
||||
END_LOOP(),
|
||||
};
|
||||
@@ -3956,7 +3976,7 @@ const BehaviorScript bhvSmoke[] = {
|
||||
SET_INT(oAnimState, -1),
|
||||
DELAY(1),
|
||||
BEGIN_LOOP(),
|
||||
CALL_NATIVE(BehDustSmokeLoop),
|
||||
CALL_NATIVE(bhv_dust_smoke_loop),
|
||||
ADD_INT(oAnimState, 1),
|
||||
END_LOOP(),
|
||||
};
|
||||
@@ -4634,7 +4654,7 @@ const BehaviorScript bhvLllVolcanoFallingTrap[] = {
|
||||
LOAD_COLLISION_DATA(lll_seg7_collision_falling_wall),
|
||||
SET_HOME(),
|
||||
BEGIN_LOOP(),
|
||||
CALL_NATIVE(bhvLllVolcanoFallingTrap_loop),
|
||||
CALL_NATIVE(bhv_volcano_trap_loop),
|
||||
CALL_NATIVE(load_object_collision_model),
|
||||
END_LOOP(),
|
||||
};
|
||||
@@ -5016,7 +5036,7 @@ const BehaviorScript bhvYoshi[] = {
|
||||
CALL_NATIVE(bhv_yoshi_init),
|
||||
BEGIN_LOOP(),
|
||||
SET_INT(oIntangibleTimer, 0),
|
||||
CALL_NATIVE(BehYoshiLoop),
|
||||
CALL_NATIVE(bhv_yoshi_loop),
|
||||
END_LOOP(),
|
||||
};
|
||||
|
||||
@@ -5056,7 +5076,7 @@ const BehaviorScript bhvKoopaFlag[] = {
|
||||
LOAD_ANIMATIONS(oAnimations, koopa_flag_seg6_anims_06001028),
|
||||
ANIMATE(0),
|
||||
BEGIN_LOOP(),
|
||||
CALL_NATIVE(BehClimbDetectLoop),
|
||||
CALL_NATIVE(bhv_pole_base_loop),
|
||||
END_LOOP(),
|
||||
};
|
||||
|
||||
@@ -5422,7 +5442,7 @@ const BehaviorScript bhvTTCTreadmill[] = {
|
||||
DELAY(1),
|
||||
BEGIN_LOOP(),
|
||||
CALL_NATIVE(bhv_ttc_treadmill_update),
|
||||
CALL_NATIVE(obj_compute_vel_xz),
|
||||
CALL_NATIVE(cur_obj_compute_vel_xz),
|
||||
CALL_NATIVE(load_object_collision_model),
|
||||
END_LOOP(),
|
||||
};
|
||||
@@ -5759,7 +5779,7 @@ const BehaviorScript bhvSnufit[] = {
|
||||
SET_OBJ_PHYSICS(/*Wall hitbox radius*/ 30, /*Gravity*/ 0, /*Bounciness*/ -50, /*Drag*/ 0, /*Friction*/ 0, /*Buoyancy*/ 0, /*Unused*/ 0, 0),
|
||||
CALL_NATIVE(bhv_init_room),
|
||||
BEGIN_LOOP(),
|
||||
SET_INT(oSnufitUnkF4, 0),
|
||||
SET_INT(oSnufitRecoil, 0),
|
||||
CALL_NATIVE(bhv_snufit_loop),
|
||||
END_LOOP(),
|
||||
};
|
||||
@@ -5787,7 +5807,7 @@ const BehaviorScript bhvHorizontalGrindel[] = {
|
||||
SCALE(90),
|
||||
CALL_NATIVE(bhv_horizontal_grindel_init),
|
||||
BEGIN_LOOP(),
|
||||
CALL_NATIVE(obj_update_floor_and_walls),
|
||||
CALL_NATIVE(cur_obj_update_floor_and_walls),
|
||||
CALL_NATIVE(bhv_horizontal_grindel_update),
|
||||
CALL_NATIVE(load_object_collision_model),
|
||||
END_LOOP(),
|
||||
@@ -5960,7 +5980,7 @@ const BehaviorScript bhvDDDPole[] = {
|
||||
SET_FLOAT(oDDDPoleVel, 10),
|
||||
BEGIN_LOOP(),
|
||||
CALL_NATIVE(bhv_ddd_pole_update),
|
||||
CALL_NATIVE(BehClimbDetectLoop),
|
||||
CALL_NATIVE(bhv_pole_base_loop),
|
||||
END_LOOP(),
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user