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Added tree particle fix
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@@ -77,6 +77,8 @@
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#define X_COIN_STAR 100
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#define X_COIN_STAR 100
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// Platform displacement 2 also known as momentum patch. Makes Mario keep the momemtum from moving platforms. Breaks treadmills.
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// Platform displacement 2 also known as momentum patch. Makes Mario keep the momemtum from moving platforms. Breaks treadmills.
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#define PLATFORM_DISPLACEMENT_2
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#define PLATFORM_DISPLACEMENT_2
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// Whether a tree uses snow particles or not is decided via the model IDs instead of the course number
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#define TREE_PARTICLE_FIX
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// Stars don't kick you out of the level
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// Stars don't kick you out of the level
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// #define NON_STOP_STARS
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// #define NON_STOP_STARS
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// Uncomment this if you want global star IDs (useful for creating an open world hack ala MVC)
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// Uncomment this if you want global star IDs (useful for creating an open world hack ala MVC)
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@@ -1,3 +1,4 @@
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#include "config.h"
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// tree_particles.c.inc
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// tree_particles.c.inc
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void bhv_tree_snow_or_leaf_loop(void) {
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void bhv_tree_snow_or_leaf_loop(void) {
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@@ -33,15 +34,23 @@ void bhv_tree_snow_or_leaf_loop(void) {
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void bhv_snow_leaf_particle_spawn_init(void) {
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void bhv_snow_leaf_particle_spawn_init(void) {
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struct Object *obj; // Either snow or leaf
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struct Object *obj; // Either snow or leaf
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#ifdef TREE_PARTICLE_FIX
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struct Object *nearestTree = NULL;
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#endif
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UNUSED s32 unused;
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UNUSED s32 unused;
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s32 isSnow;
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s32 isSnow;
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f32 scale;
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f32 scale;
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UNUSED s32 unused2;
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UNUSED s32 unused2;
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gMarioObject->oActiveParticleFlags &= ~0x2000;
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gMarioObject->oActiveParticleFlags &= ~0x2000;
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#ifdef TREE_PARTICLE_FIX
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nearestTree = cur_obj_nearest_object_with_behavior(bhvTree);
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isSnow = (nearestTree->header.gfx.sharedChild == gLoadedGraphNodes[MODEL_CCM_SNOW_TREE] || nearestTree->header.gfx.sharedChild == gLoadedGraphNodes[MODEL_SL_SNOW_TREE]);
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#else
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if (gCurrLevelNum == LEVEL_CCM || gCurrLevelNum == LEVEL_SL)
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if (gCurrLevelNum == LEVEL_CCM || gCurrLevelNum == LEVEL_SL)
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isSnow = 1;
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isSnow = 1;
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else
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else
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isSnow = 0;
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isSnow = 0;
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#endif
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if (isSnow) {
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if (isSnow) {
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if (random_float() < 0.5) {
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if (random_float() < 0.5) {
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obj = spawn_object(o, MODEL_WHITE_PARTICLE_DL, bhvTreeSnow);
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obj = spawn_object(o, MODEL_WHITE_PARTICLE_DL, bhvTreeSnow);
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