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Added option to disable lives
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@@ -56,6 +56,8 @@
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#define CAMERA_FIX
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// Increase the maximum pole length (it will treat bparam1 and bparam2 as a single value)
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#define LONGER_POLES
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// Disable lives and hide the lives counter
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#define DISABLE_LIVES
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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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//#define GLOBAL_STAR_IDS
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// Uncomment this if you want to skip the title screen (Super Mario 64 logo)
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@@ -487,11 +487,11 @@ void render_hud(void) {
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if (gCurrentArea != NULL && gCurrentArea->camera->mode == CAMERA_MODE_INSIDE_CANNON) {
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render_hud_cannon_reticle();
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}
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#ifndef DISABLE_LIVES
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if (hudDisplayFlags & HUD_DISPLAY_FLAG_LIVES) {
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render_hud_mario_lives();
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}
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#endif
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if (hudDisplayFlags & HUD_DISPLAY_FLAG_COIN_COUNT) {
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render_hud_coins();
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}
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@@ -736,9 +736,11 @@ s16 level_trigger_warp(struct MarioState *m, s32 warpOp) {
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break;
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case WARP_OP_DEATH:
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#ifndef DISABLE_LIVES
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if (m->numLives == 0) {
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sDelayedWarpOp = WARP_OP_GAME_OVER;
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}
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#endif
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sDelayedWarpTimer = 48;
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sSourceWarpNodeId = WARP_NODE_DEATH;
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play_transition(WARP_TRANSITION_FADE_INTO_BOWSER, 0x30, 0x00, 0x00, 0x00);
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@@ -748,12 +750,17 @@ s16 level_trigger_warp(struct MarioState *m, s32 warpOp) {
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case WARP_OP_WARP_FLOOR:
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sSourceWarpNodeId = WARP_NODE_WARP_FLOOR;
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if (area_get_warp_node(sSourceWarpNodeId) == NULL) {
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#ifndef DISABLE_LIVES
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if (m->numLives == 0) {
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sDelayedWarpOp = WARP_OP_GAME_OVER;
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} else {
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sSourceWarpNodeId = WARP_NODE_DEATH;
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}
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#else
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sSourceWarpNodeId = WARP_NODE_DEATH;
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#endif
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}
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sDelayedWarpTimer = 20;
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play_transition(WARP_TRANSITION_FADE_INTO_CIRCLE, 0x14, 0x00, 0x00, 0x00);
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break;
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