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@@ -17,13 +17,13 @@
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#include "level_table.h"
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#include "thread6.h"
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#define POLE_NONE 0
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#define POLE_NONE 0
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#define POLE_TOUCHED_FLOOR 1
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#define POLE_FELL_OFF 2
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#define POLE_FELL_OFF 2
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#define HANG_NONE 0
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#define HANG_NONE 0
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#define HANG_HIT_CEIL_OR_OOB 1
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#define HANG_LEFT_CEIL 2
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#define HANG_LEFT_CEIL 2
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void add_tree_leaf_particles(struct MarioState *m) {
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f32 leafHeight;
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@@ -143,7 +143,7 @@ s32 act_holding_pole(struct MarioState *m) {
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if (m->controller->stickY > 16.0f) {
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f32 poleTop = m->usedObj->hitboxHeight - 100.0f;
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void *poleBehavior = virtual_to_segmented(0x13, m->usedObj->behavior);
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const BehaviorScript *poleBehavior = virtual_to_segmented(0x13, m->usedObj->behavior);
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if (marioObj->oMarioPolePos < poleTop - 0.4f) {
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return set_mario_action(m, ACT_CLIMBING_POLE, 0);
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@@ -250,7 +250,7 @@ s32 act_grab_pole_fast(struct MarioState *m) {
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set_mario_animation(m, MARIO_ANIM_GRAB_POLE_SWING_PART1);
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} else {
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set_mario_animation(m, MARIO_ANIM_GRAB_POLE_SWING_PART2);
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if (is_anim_at_end(m) != 0) {
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if (is_anim_at_end(m)) {
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marioObj->oMarioPoleYawVel = 0;
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set_mario_action(m, ACT_HOLDING_POLE, 0);
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}
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@@ -272,7 +272,7 @@ s32 act_top_of_pole_transition(struct MarioState *m) {
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}
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} else {
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set_mario_animation(m, MARIO_ANIM_RETURN_FROM_HANDSTAND);
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if (m->marioObj->header.gfx.unk38.animFrame == 0) {
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if (m->marioObj->header.gfx.animInfo.animFrame == 0) {
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return set_mario_action(m, ACT_HOLDING_POLE, 0);
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}
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}
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@@ -468,7 +468,7 @@ s32 act_hang_moving(struct MarioState *m) {
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set_mario_animation(m, MARIO_ANIM_MOVE_ON_WIRE_NET_LEFT);
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}
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if (m->marioObj->header.gfx.unk38.animFrame == 12) {
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if (m->marioObj->header.gfx.animInfo.animFrame == 12) {
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play_sound(SOUND_ACTION_HANGING_STEP, m->marioObj->header.gfx.cameraToObject);
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#ifdef VERSION_SH
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queue_rumble_data(5, 30);
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@@ -570,7 +570,7 @@ s32 act_ledge_grab(struct MarioState *m) {
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return let_go_of_ledge(m);
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}
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#ifdef VERSION_EU
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// On PAL, you can't slow climb up ledges while holding A.
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// On EU, you can't slow climb up ledges while holding A.
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if (m->actionTimer == 10 && (m->input & INPUT_NONZERO_ANALOG) && !(m->input & INPUT_A_DOWN))
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#else
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if (m->actionTimer == 10 && (m->input & INPUT_NONZERO_ANALOG))
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@@ -619,7 +619,7 @@ s32 act_ledge_climb_slow(struct MarioState *m) {
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update_ledge_climb(m, MARIO_ANIM_SLOW_LEDGE_GRAB, ACT_IDLE);
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update_ledge_climb_camera(m);
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if (m->marioObj->header.gfx.unk38.animFrame == 17) {
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if (m->marioObj->header.gfx.animInfo.animFrame == 17) {
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m->action = ACT_LEDGE_CLIMB_SLOW_2;
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}
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@@ -648,7 +648,7 @@ s32 act_ledge_climb_fast(struct MarioState *m) {
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update_ledge_climb(m, MARIO_ANIM_FAST_LEDGE_GRAB, ACT_IDLE);
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if (m->marioObj->header.gfx.unk38.animFrame == 8) {
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if (m->marioObj->header.gfx.animInfo.animFrame == 8) {
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play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING);
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}
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update_ledge_climb_camera(m);
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@@ -749,13 +749,11 @@ s32 act_in_cannon(struct MarioState *m) {
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#endif
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m->usedObj->oAction = 2;
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return FALSE;
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} else {
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if (m->faceAngle[0] != startFacePitch || m->faceAngle[1] != startFaceYaw) {
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play_sound(SOUND_MOVING_AIM_CANNON, m->marioObj->header.gfx.cameraToObject);
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} else if (m->faceAngle[0] != startFacePitch || m->faceAngle[1] != startFaceYaw) {
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play_sound(SOUND_MOVING_AIM_CANNON, m->marioObj->header.gfx.cameraToObject);
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#ifdef VERSION_SH
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reset_rumble_timers_2(0);
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reset_rumble_timers_2(0);
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#endif
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}
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}
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}
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