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Fixed many hardcoded object flags to use defines
This commit is contained in:
@@ -3507,7 +3507,7 @@ UNUSED static const u64 behavior_data_unused_0 = 0;
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const BehaviorScript bhvMario[] = {
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BEGIN(OBJ_LIST_PLAYER),
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SET_INT(oIntangibleTimer, 0),
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OR_INT(oFlags, OBJ_FLAG_0100),
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OR_INT(oFlags, OBJ_FLAG_PLAYER),
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OR_INT(oUnk94, 0x0001),
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SET_HITBOX(/*Radius*/ 37, /*Height*/ 160),
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BEGIN_LOOP(),
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@@ -3631,7 +3631,7 @@ const BehaviorScript bhvMenuButton[] = {
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const BehaviorScript bhvMenuButtonManager[] = {
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BEGIN(OBJ_LIST_LEVEL),
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OR_INT(oFlags, (OBJ_FLAG_SET_THROW_MATRIX_FROM_TRANSFORM | OBJ_FLAG_0020 | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)),
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OR_INT(oFlags, (OBJ_FLAG_SET_THROW_MATRIX_FROM_TRANSFORM | OBJ_FLAG_UPDATE_TRANSFORM_FOR_THROW_MATRIX | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)),
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CALL_NATIVE(bhv_menu_button_manager_init),
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BEGIN_LOOP(),
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SET_INT(oIntangibleTimer, 0),
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@@ -4828,7 +4828,7 @@ const BehaviorScript bhvHidden1upInPoleSpawner[] = {
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const BehaviorScript bhvControllablePlatform[] = {
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BEGIN(OBJ_LIST_SURFACE),
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OR_INT(oFlags, (OBJ_FLAG_SET_THROW_MATRIX_FROM_TRANSFORM | OBJ_FLAG_0020 | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)),
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OR_INT(oFlags, (OBJ_FLAG_SET_THROW_MATRIX_FROM_TRANSFORM | OBJ_FLAG_UPDATE_TRANSFORM_FOR_THROW_MATRIX | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)),
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LOAD_COLLISION_DATA(hmc_seg7_collision_controllable_platform),
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SET_HOME(),
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CALL_NATIVE(bhv_controllable_platform_init),
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@@ -28,23 +28,23 @@
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#define RESPAWN_INFO_DONT_RESPAWN 0xFF
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/* oFlags */
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#define OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE (1 << 0) // 0x00000001
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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_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_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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#define OBJ_FLAG_8000 (1 << 15) // 0x00008000
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#define OBJ_FLAG_30 (1 << 30) // 0x40000000
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#define OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE (1 << 0) // 0x00000001
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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_SET_FACE_ANGLE_TO_MOVE_ANGLE (1 << 4) // 0x00000010
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#define OBJ_FLAG_UPDATE_TRANSFORM_FOR_THROW_MATRIX (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_PLAYER (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_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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#define OBJ_FLAG_8000 (1 << 15) // 0x00008000
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#define OBJ_FLAG_HITBOX_WAS_SET (1 << 30) // 0x40000000
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/* oHeldState */
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#define HELD_FREE 0
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@@ -98,8 +98,7 @@ void bobomb_act_chase_mario(void) {
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}
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void bobomb_act_launched(void) {
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s16 collisionFlags = 0;
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collisionFlags = object_step();
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s16 collisionFlags = object_step();
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if ((collisionFlags & OBJ_COL_FLAG_GROUNDED) == OBJ_COL_FLAG_GROUNDED)
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o->oAction = BOBOMB_ACT_EXPLODE; /* bit 0 */
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}
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@@ -203,7 +202,7 @@ void bobomb_thrown_loop(void) {
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o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
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o->oHeldState = 0;
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o->oFlags &= ~0x8; /* bit 3 */
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o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW; /* bit 3 */
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o->oForwardVel = 25.0;
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o->oVelY = 20.0;
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o->oAction = BOBOMB_ACT_LAUNCHED;
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@@ -11,10 +11,8 @@ void bhv_big_boulder_init(void) {
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}
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void boulder_act_1(void) {
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s16 sp1E;
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sp1E = object_step_without_floor_orient();
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if ((sp1E & 0x09) == 0x01 && o->oVelY > 10.0f) {
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s16 collisionFlags = object_step_without_floor_orient();
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if ((collisionFlags & OBJ_COL_FLAGS_LANDED) == OBJ_COL_FLAG_GROUNDED && o->oVelY > 10.0f) {
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cur_obj_play_sound_2(SOUND_GENERAL_GRINDEL_ROLL);
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spawn_mist_particles();
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}
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@@ -29,19 +29,19 @@ void small_breakable_box_spawn_dust(void) {
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}
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void small_breakable_box_act_move(void) {
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s16 sp1E = object_step();
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s16 collisionFlags = object_step();
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obj_attack_collided_from_other_object(o);
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if (sp1E == 1)
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if (collisionFlags == OBJ_COL_FLAG_GROUNDED)
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cur_obj_play_sound_2(SOUND_GENERAL_BOX_LANDING_2);
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if (sp1E & 1) {
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if (collisionFlags & OBJ_COL_FLAG_GROUNDED) {
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if (o->oForwardVel > 20.0f) {
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cur_obj_play_sound_2(SOUND_ENV_SLIDING);
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small_breakable_box_spawn_dust();
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}
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}
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if (sp1E & 2) {
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if (collisionFlags & OBJ_COL_FLAG_HIT_WALL) {
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spawn_mist_particles();
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spawn_triangle_break_particles(20, MODEL_DIRT_ANIMATION, 0.7f, 3);
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obj_spawn_yellow_coins(o, 3);
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@@ -49,7 +49,7 @@ void small_breakable_box_act_move(void) {
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o->activeFlags = ACTIVE_FLAG_DEACTIVATED;
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}
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obj_check_floor_death(sp1E, sObjFloor);
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obj_check_floor_death(collisionFlags, sObjFloor);
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}
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void breakable_box_small_released_loop(void) {
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@@ -106,7 +106,7 @@ void breakable_box_small_get_thrown(void) {
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cur_obj_enable_rendering();
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o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
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o->oHeldState = 0;
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o->oFlags &= ~0x08;
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o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
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o->oForwardVel = 40.0f;
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o->oVelY = 20.0f;
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o->oBreakableBoxSmallReleased = 1;
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@@ -64,7 +64,7 @@ void bully_check_mario_collision(void) {
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o->oInteractStatus &= ~INT_STATUS_INTERACTED;
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o->oAction = BULLY_ACT_KNOCKBACK;
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o->oFlags &= ~0x8; /* bit 3 */
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o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW; /* bit 3 */
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cur_obj_init_animation(3);
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o->oBullyMarioCollisionAngle = o->oMoveAngleYaw;
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}
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@@ -98,7 +98,7 @@ void bully_act_knockback(void) {
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if (o->oForwardVel < 10.0 && (s32) o->oVelY == 0) {
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o->oForwardVel = 1.0;
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o->oBullyKBTimerAndMinionKOCounter++;
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o->oFlags |= 0x8; /* bit 3 */
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o->oFlags |= OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW; /* bit 3 */
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o->oMoveAngleYaw = o->oFaceAngleYaw;
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obj_turn_toward_object(o, gMarioObject, 16, 1280);
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} else
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@@ -113,7 +113,7 @@ void bully_act_knockback(void) {
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void bully_act_back_up(void) {
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if (o->oTimer == 0) {
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o->oFlags &= ~0x8; /* bit 3 */
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o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW; /* bit 3 */
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o->oMoveAngleYaw += 0x8000;
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}
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@@ -128,13 +128,13 @@ void bully_act_back_up(void) {
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if (o->oTimer == 15) {
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o->oMoveAngleYaw = o->oFaceAngleYaw;
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o->oFlags |= 0x8; /* bit 3 */
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o->oFlags |= OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW; /* bit 3 */
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o->oAction = BULLY_ACT_PATROL;
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}
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}
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void bully_backup_check(s16 collisionFlags) {
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if (!(collisionFlags & 0x8) && o->oAction != BULLY_ACT_KNOCKBACK) /* bit 3 */
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if (!(collisionFlags & OBJ_COL_FLAG_NO_Y_VEL) && o->oAction != BULLY_ACT_KNOCKBACK) /* bit 3 */
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{
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o->oPosX = o->oBullyPrevX;
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o->oPosZ = o->oBullyPrevZ;
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@@ -346,10 +346,10 @@ void bhv_big_bully_with_minions_loop(void) {
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case BULLY_ACT_ACTIVATE_AND_FALL:
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collisionFlags = object_step();
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if ((collisionFlags & 0x9) == 0x9) /* bits 0 and 3 */
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if ((collisionFlags & OBJ_COL_FLAGS_LANDED) == OBJ_COL_FLAGS_LANDED) /* bits 0 and 3 */
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o->oAction = BULLY_ACT_PATROL;
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if (collisionFlags == 1) {
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if (collisionFlags == OBJ_COL_FLAG_GROUNDED) {
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cur_obj_play_sound_2(SOUND_OBJ_THWOMP);
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set_camera_shake_from_point(SHAKE_POS_SMALL, o->oPosX, o->oPosY, o->oPosZ);
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spawn_mist_particles();
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@@ -118,11 +118,11 @@ void cap_scale_vertically(void) {
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}
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void wing_vanish_cap_act_0(void) {
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s16 sp1E;
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s16 collisionFlags;
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o->oFaceAngleYaw += o->oForwardVel * 128.0f;
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sp1E = object_step();
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if (sp1E & 0x01) {
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collisionFlags = object_step();
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if (collisionFlags & OBJ_COL_FLAG_GROUNDED) {
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cap_check_quicksand();
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if (o->oVelY != 0.0f) {
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o->oCapUnkF4 = 1;
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@@ -161,11 +161,11 @@ void bhv_metal_cap_init(void) {
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}
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void metal_cap_act_0(void) {
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s16 sp1E;
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s16 collisionFlags;
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o->oFaceAngleYaw += o->oForwardVel * 128.0f;
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sp1E = object_step();
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if (sp1E & 0x01)
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collisionFlags = object_step();
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if (collisionFlags & OBJ_COL_FLAG_GROUNDED)
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cap_check_quicksand();
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}
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@@ -220,12 +220,12 @@ void normal_cap_set_save_flags(void) {
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}
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void normal_cap_act_0(void) {
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s16 sp1E;
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s16 collisionFlags;
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o->oFaceAngleYaw += o->oForwardVel * 128.0f;
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o->oFaceAnglePitch += o->oForwardVel * 80.0f;
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sp1E = object_step();
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if (sp1E & 0x01) {
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collisionFlags = object_step();
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if (collisionFlags & OBJ_COL_FLAG_GROUNDED) {
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cap_check_quicksand();
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if (o->oVelY != 0.0f) {
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@@ -6,7 +6,7 @@ struct DoorAction
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s32 action;
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};
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static struct DoorAction sDoorActions[] = { { 0x40000, 3 }, { 0x80000, 4 }, { 0x10000, 1 }, { 0x20000, 2 }, { -1, 0 }, };
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static struct DoorAction sDoorActions[] = { { INT_STATUS_WARP_DOOR_PULLED, 3 }, { INT_STATUS_WARP_DOOR_PUSHED, 4 }, { INT_STATUS_DOOR_PULLED, 1 }, { INT_STATUS_DOOR_PUSHED, 2 }, { -1, 0 }, };
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static s32 sDoorOpenSounds[] = { SOUND_GENERAL_OPEN_WOOD_DOOR, SOUND_GENERAL_OPEN_IRON_DOOR };
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@@ -113,8 +113,8 @@ void exclamation_box_spawn_contents(struct Struct802C0DF0 *a0, u8 a1) {
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sp1C->oForwardVel = 3.0f;
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sp1C->oMoveAngleYaw = gMarioObject->oMoveAngleYaw;
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o->oBehParams |= a0->unk2 << 24;
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if (a0->model == 122)
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o->oFlags |= 0x4000;
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if (a0->model == MODEL_STAR)
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o->oFlags |= OBJ_FLAG_PERSISTENT_RESPAWN;
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break;
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}
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a0++;
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@@ -35,7 +35,7 @@ void bhv_fire_piranha_plant_init(void) {
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obj_set_hitbox(o, &sFirePiranhaPlantHitbox);
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if ((u16)(o->oBehParams >> 16) != 0) {
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o->oFlags |= 0x00004000;
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o->oFlags |= OBJ_FLAG_PERSISTENT_RESPAWN;
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o->oHealth = 1;
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if (o->oBehParams & 0x0000FF00) {
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@@ -180,7 +180,7 @@ static void klepto_act_wait_for_mario(void) {
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klepto_target_mario();
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if (o->oKleptoDistanceToTarget < 1000.0f) {
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o->oAction = KLEPTO_ACT_TURN_TOWARD_MARIO;
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o->oFlags &= ~0x00000008;
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o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
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}
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}
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@@ -195,7 +195,7 @@ static void klepto_act_turn_toward_mario(void) {
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cur_obj_play_sound_2(SOUND_OBJ_KLEPTO1);
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o->oAction = KLEPTO_ACT_DIVE_AT_MARIO;
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o->oMoveAngleYaw = o->oFaceAngleYaw;
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o->oFlags |= 0x00000008;
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o->oFlags |= OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
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cur_obj_init_animation_with_sound(3);
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}
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@@ -287,7 +287,7 @@ static void klepto_act_retreat(void) {
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o->oAction = KLEPTO_ACT_RESET_POSITION;
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o->oHomeY = 1500.0f;
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o->oKleptoUnk1AE = -100;
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o->oFlags |= 0x00000008;
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o->oFlags |= OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
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cur_obj_become_tangible();
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}
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}
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@@ -371,7 +371,7 @@ void bhv_klepto_update(void) {
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o->oGravity = -2.0f;
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o->oMoveAngleYaw = o->oAngleToMario + 0x8000;
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o->oFlags &= ~0x00000008;
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o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
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cur_obj_become_intangible();
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} else if (gMarioStates[0].action == ACT_SLEEPING
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|| (gMarioStates[0].action
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@@ -163,13 +163,10 @@ void bhv_mips_act_wait_for_animation_done(void) {
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* Handles MIPS falling down after being thrown.
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*/
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void bhv_mips_act_fall_down(void) {
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s16 collisionFlags = 0;
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collisionFlags = object_step();
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s16 collisionFlags = object_step();
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o->header.gfx.animInfo.animFrame = 0;
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if ((collisionFlags & OBJ_COL_FLAG_GROUNDED) == 1) {
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if (collisionFlags & OBJ_COL_FLAG_GROUNDED) {
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o->oAction = MIPS_ACT_WAIT_FOR_ANIMATION_DONE;
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o->oFlags |= OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
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@@ -74,7 +74,7 @@ void moneybag_jump(s8 collisionFlags) {
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case MONEYBAG_JUMP_JUMP:
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cur_obj_init_animation(2);
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if ((collisionFlags & 1) == 1) /* bit 0 */
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if ((collisionFlags & OBJ_COL_FLAG_GROUNDED) == OBJ_COL_FLAG_GROUNDED) /* bit 0 */
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{
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o->oForwardVel = 0;
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o->oVelY = 0;
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@@ -31,7 +31,7 @@ s32 coin_step(s16 *collisionFlagsPtr) {
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obj_check_floor_death(*collisionFlagsPtr, sObjFloor);
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if ((*collisionFlagsPtr & 0x1) != 0 && (*collisionFlagsPtr & 0x8) == 0) /* bit 0, bit 3 */
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if ((*collisionFlagsPtr & OBJ_COL_FLAG_GROUNDED) && !(*collisionFlagsPtr & OBJ_COL_FLAG_NO_Y_VEL)) /* bit 0, bit 3 */
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{
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cur_obj_play_sound_2(SOUND_GENERAL_COIN_DROP);
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return 1;
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@@ -152,7 +152,7 @@ void blue_coin_sliding_away_from_mario(void) {
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if (coin_step(&collisionFlags) != 0)
|
||||
o->oVelY += 18.0f;
|
||||
if ((collisionFlags & 0x2) != 0)
|
||||
if (collisionFlags & OBJ_COL_FLAG_HIT_WALL)
|
||||
o->oAction = 3; /* bit 1 */
|
||||
|
||||
if (is_point_within_radius_of_mario(o->oPosX, o->oPosY, o->oPosZ, 1000) == 0)
|
||||
|
||||
@@ -57,11 +57,11 @@ void pole_1up_move_towards_mario(void) {
|
||||
bhv_1up_interact();
|
||||
}
|
||||
|
||||
void one_up_move_away_from_mario(s16 sp1A) {
|
||||
void one_up_move_away_from_mario(s16 collisionFlags) {
|
||||
o->oForwardVel = 8.0f;
|
||||
o->oMoveAngleYaw = o->oAngleToMario + 0x8000;
|
||||
bhv_1up_interact();
|
||||
if (sp1A & 0x02)
|
||||
if (collisionFlags & OBJ_COL_FLAG_HIT_WALL)
|
||||
o->oAction = 2;
|
||||
|
||||
if (!is_point_within_radius_of_mario(o->oPosX, o->oPosY, o->oPosZ, 3000))
|
||||
@@ -105,9 +105,7 @@ void bhv_1up_walking_loop(void) {
|
||||
}
|
||||
|
||||
void bhv_1up_running_away_loop(void) {
|
||||
s16 sp26;
|
||||
|
||||
sp26 = object_step();
|
||||
s16 collisionFlags = object_step();
|
||||
switch (o->oAction) {
|
||||
case 0:
|
||||
if (o->oTimer >= 18)
|
||||
@@ -127,7 +125,7 @@ void bhv_1up_running_away_loop(void) {
|
||||
|
||||
case 1:
|
||||
spawn_object(o, MODEL_NONE, bhvSparkleSpawn);
|
||||
one_up_move_away_from_mario(sp26);
|
||||
one_up_move_away_from_mario(collisionFlags);
|
||||
break;
|
||||
|
||||
case 2:
|
||||
@@ -140,10 +138,8 @@ void bhv_1up_running_away_loop(void) {
|
||||
}
|
||||
|
||||
void sliding_1up_move(void) {
|
||||
s16 sp1E;
|
||||
|
||||
sp1E = object_step();
|
||||
if (sp1E & 0x01) {
|
||||
s16 collisionFlags = object_step();
|
||||
if (collisionFlags & OBJ_COL_FLAG_GROUNDED) {
|
||||
o->oForwardVel += 25.0f;
|
||||
o->oVelY = 0;
|
||||
} else {
|
||||
@@ -185,7 +181,7 @@ void bhv_1up_loop(void) {
|
||||
}
|
||||
|
||||
void bhv_1up_jump_on_approach_loop(void) {
|
||||
s16 sp26;
|
||||
s16 collisionFlags;
|
||||
|
||||
switch (o->oAction) {
|
||||
case 0:
|
||||
@@ -196,13 +192,13 @@ void bhv_1up_jump_on_approach_loop(void) {
|
||||
break;
|
||||
|
||||
case 1:
|
||||
sp26 = object_step();
|
||||
one_up_move_away_from_mario(sp26);
|
||||
collisionFlags = object_step();
|
||||
one_up_move_away_from_mario(collisionFlags);
|
||||
spawn_object(o, MODEL_NONE, bhvSparkleSpawn);
|
||||
break;
|
||||
|
||||
case 2:
|
||||
sp26 = object_step();
|
||||
collisionFlags = object_step();
|
||||
bhv_1up_interact();
|
||||
obj_flicker_and_disappear(o, 30);
|
||||
break;
|
||||
@@ -212,7 +208,7 @@ void bhv_1up_jump_on_approach_loop(void) {
|
||||
}
|
||||
|
||||
void bhv_1up_hidden_loop(void) {
|
||||
s16 sp26;
|
||||
s16 collisionFlags;
|
||||
switch (o->oAction) {
|
||||
case 0:
|
||||
o->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE;
|
||||
@@ -225,19 +221,19 @@ void bhv_1up_hidden_loop(void) {
|
||||
break;
|
||||
|
||||
case 1:
|
||||
sp26 = object_step();
|
||||
one_up_move_away_from_mario(sp26);
|
||||
collisionFlags = object_step();
|
||||
one_up_move_away_from_mario(collisionFlags);
|
||||
spawn_object(o, MODEL_NONE, bhvSparkleSpawn);
|
||||
break;
|
||||
|
||||
case 2:
|
||||
sp26 = object_step();
|
||||
collisionFlags = object_step();
|
||||
bhv_1up_interact();
|
||||
obj_flicker_and_disappear(o, 30);
|
||||
break;
|
||||
|
||||
case 3:
|
||||
sp26 = object_step();
|
||||
collisionFlags = object_step();
|
||||
if (o->oTimer >= 18)
|
||||
spawn_object(o, MODEL_NONE, bhvSparkleSpawn);
|
||||
|
||||
@@ -264,7 +260,6 @@ void bhv_1up_hidden_trigger_loop(void) {
|
||||
}
|
||||
|
||||
void bhv_1up_hidden_in_pole_loop(void) {
|
||||
UNUSED s16 sp26;
|
||||
switch (o->oAction) {
|
||||
case 0:
|
||||
o->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE;
|
||||
@@ -278,11 +273,11 @@ void bhv_1up_hidden_in_pole_loop(void) {
|
||||
|
||||
case 1:
|
||||
pole_1up_move_towards_mario();
|
||||
sp26 = object_step();
|
||||
object_step();
|
||||
break;
|
||||
|
||||
case 3:
|
||||
sp26 = object_step();
|
||||
object_step();
|
||||
if (o->oTimer >= 18)
|
||||
spawn_object(o, MODEL_NONE, bhvSparkleSpawn);
|
||||
|
||||
|
||||
@@ -77,7 +77,7 @@ void bhv_scuttlebug_loop(void) {
|
||||
cur_obj_rotate_yaw_toward(o->oAngleToMario, 0x400);
|
||||
break;
|
||||
case 3:
|
||||
o->oFlags &= ~8;
|
||||
o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
|
||||
o->oForwardVel = -10.0f;
|
||||
o->oVelY = 30.0f;
|
||||
cur_obj_play_sound_2(SOUND_OBJ2_SCUTTLEBUG_ALERT);
|
||||
@@ -89,7 +89,7 @@ void bhv_scuttlebug_loop(void) {
|
||||
o->oSubAction++;
|
||||
o->oVelY = 0.0f;
|
||||
o->oScuttlebugUnkFC = 0;
|
||||
o->oFlags |= 8;
|
||||
o->oFlags |= OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
|
||||
o->oInteractStatus = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -70,7 +70,7 @@ static void skeeter_act_lunge(void) {
|
||||
if (o->oMoveFlags & OBJ_MOVE_HIT_WALL) {
|
||||
o->oMoveAngleYaw = cur_obj_reflect_move_angle_off_wall();
|
||||
o->oForwardVel *= 0.3f;
|
||||
o->oFlags &= ~0x00000008;
|
||||
o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
|
||||
}
|
||||
|
||||
if (obj_forward_vel_approach(0.0f, 0.8f) && cur_obj_check_if_at_animation_end()) {
|
||||
@@ -84,7 +84,7 @@ static void skeeter_act_lunge(void) {
|
||||
|
||||
o->oAction = SKEETER_ACT_IDLE;
|
||||
o->oSkeeterWaitTime = random_linear_offset(0, 30);
|
||||
o->oFlags |= 0x00000008;
|
||||
o->oFlags |= OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -51,7 +51,6 @@ void adjust_rolling_face_pitch(f32 f12) {
|
||||
}
|
||||
|
||||
void snowmans_bottom_act_1(void) {
|
||||
UNUSED s16 sp26;
|
||||
s32 sp20;
|
||||
UNUSED s16 sp1E;
|
||||
#ifdef AVOID_UB
|
||||
@@ -59,7 +58,7 @@ void snowmans_bottom_act_1(void) {
|
||||
#endif
|
||||
|
||||
o->oPathedStartWaypoint = segmented_to_virtual(&ccm_seg7_trajectory_snowman);
|
||||
sp26 = object_step_without_floor_orient();
|
||||
object_step_without_floor_orient();
|
||||
sp20 = cur_obj_follow_path(sp20);
|
||||
o->oSnowmansBottomUnkF8 = o->oPathedTargetYaw;
|
||||
o->oMoveAngleYaw = approach_s16_symmetric(o->oMoveAngleYaw, o->oSnowmansBottomUnkF8, 0x400);
|
||||
@@ -80,9 +79,7 @@ void snowmans_bottom_act_1(void) {
|
||||
}
|
||||
|
||||
void snowmans_bottom_act_2(void) {
|
||||
UNUSED s16 sp26;
|
||||
|
||||
sp26 = object_step_without_floor_orient();
|
||||
object_step_without_floor_orient();
|
||||
if (o->oForwardVel > 70.0)
|
||||
o->oForwardVel = 70.0f;
|
||||
|
||||
@@ -106,15 +103,13 @@ void snowmans_bottom_act_2(void) {
|
||||
}
|
||||
|
||||
void snowmans_bottom_act_3(void) {
|
||||
UNUSED s16 sp1E;
|
||||
|
||||
sp1E = object_step_without_floor_orient();
|
||||
if ((sp1E & 0x09) == 0x09) {
|
||||
s16 collisionFlags = object_step_without_floor_orient();
|
||||
if ((collisionFlags & OBJ_COL_FLAGS_LANDED) == OBJ_COL_FLAGS_LANDED) {
|
||||
o->oAction = 4;
|
||||
cur_obj_become_intangible();
|
||||
}
|
||||
|
||||
if ((sp1E & 0x01) != 0) {
|
||||
if ((collisionFlags & 0x01) != 0) {
|
||||
spawn_mist_particles_variable(0, 0, 70.0f);
|
||||
o->oPosX = -4230.0f;
|
||||
o->oPosZ = 1813.0f;
|
||||
@@ -190,7 +185,7 @@ void bhv_snowmans_head_init(void) {
|
||||
|
||||
void bhv_snowmans_head_loop(void) {
|
||||
UNUSED s16 sp1E;
|
||||
s16 sp1C;
|
||||
s16 collisionFlags;
|
||||
|
||||
switch (o->oAction) {
|
||||
case 0:
|
||||
@@ -202,8 +197,8 @@ void bhv_snowmans_head_loop(void) {
|
||||
break;
|
||||
|
||||
case 2:
|
||||
sp1C = object_step_without_floor_orient();
|
||||
if (sp1C & 0x08)
|
||||
collisionFlags = object_step_without_floor_orient();
|
||||
if (collisionFlags & OBJ_COL_FLAG_NO_Y_VEL)
|
||||
o->oAction = 3;
|
||||
break;
|
||||
|
||||
|
||||
@@ -27,12 +27,12 @@ void bhv_spindrift_loop(void) {
|
||||
cur_obj_rotate_yaw_toward(o->oAngleToMario, 0x400);
|
||||
break;
|
||||
case 1:
|
||||
o->oFlags &= ~8;
|
||||
o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
|
||||
o->oForwardVel = -10.0f;
|
||||
if (o->oTimer > 20) {
|
||||
o->oAction = 0;
|
||||
o->oInteractStatus = 0;
|
||||
o->oFlags |= 8;
|
||||
o->oFlags |= OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -18,11 +18,11 @@ void bhv_yoshi_init(void) {
|
||||
}
|
||||
|
||||
void yoshi_walk_loop(void) {
|
||||
UNUSED s16 sp26;
|
||||
UNUSED s16 collisionFlags;
|
||||
s16 sp24 = o->header.gfx.animInfo.animFrame;
|
||||
|
||||
o->oForwardVel = 10.0f;
|
||||
sp26 = object_step();
|
||||
collisionFlags = object_step();
|
||||
o->oMoveAngleYaw = approach_s16_symmetric(o->oMoveAngleYaw, o->oYoshiTargetYaw, 0x500);
|
||||
if (is_point_close_to_object(o, o->oHomeX, 3174.0f, o->oHomeZ, 200))
|
||||
o->oAction = YOSHI_ACT_IDLE;
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user