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https://github.com/Print-and-Panic/Microtransactions64.git
synced 2026-01-21 10:17:19 -08:00
Make some particles unimportant objects
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@@ -973,7 +973,7 @@ const BehaviorScript bhvSingleCoinGetsSpawned[] = {
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};
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const BehaviorScript bhvCoinSparkles[] = {
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BEGIN(OBJ_LIST_DEFAULT),
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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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BILLBOARD(),
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SET_FLOAT(oGraphYOffset, 25),
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@@ -987,7 +987,7 @@ const BehaviorScript bhvCoinSparkles[] = {
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DEACTIVATE(),
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};
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const BehaviorScript bhvGoldenCoinSparkles[] = {
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const BehaviorScript bhvCoinSparklesSpawner[] = {
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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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@@ -1909,7 +1909,7 @@ const BehaviorScript bhvBulletBill[] = {
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};
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const BehaviorScript bhvWhitePuffSmoke[] = {
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BEGIN(OBJ_LIST_DEFAULT),
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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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BILLBOARD(),
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ADD_FLOAT(oPosY, -100),
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@@ -3250,7 +3250,7 @@ const BehaviorScript bhvWaterDroplet[] = {
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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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BEGIN(OBJ_LIST_UNIMPORTANT),
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OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
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SET_INT(oFaceAnglePitch, 0),
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SET_INT(oFaceAngleYaw, 0),
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@@ -3266,7 +3266,7 @@ const BehaviorScript bhvWaterDropletSplash[] = {
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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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BEGIN(OBJ_LIST_UNIMPORTANT),
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OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
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SET_INT(oFaceAnglePitch, 0),
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SET_INT(oFaceAngleYaw, 0),
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@@ -3297,7 +3297,6 @@ const BehaviorScript bhvIdleWaterWave[] = {
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};
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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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@@ -3341,7 +3340,6 @@ const BehaviorScript bhvShallowWaterSplash[] = {
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};
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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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@@ -3350,7 +3348,7 @@ const BehaviorScript bhvObjectWaveTrail[] = {
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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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BEGIN(OBJ_LIST_UNIMPORTANT),
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OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
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PARENT_BIT_CLEAR(oActiveParticleFlags, ACTIVE_PARTICLE_WAVE_TRAIL),
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// Wave trail - common:
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@@ -3662,7 +3660,7 @@ const BehaviorScript bhvBobomb[] = {
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};
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const BehaviorScript bhvBobombFuseSmoke[] = {
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BEGIN(OBJ_LIST_DEFAULT),
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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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BILLBOARD(),
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SET_INT(oAnimState, -1),
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@@ -4082,7 +4080,7 @@ const BehaviorScript bhvBowserBombExplosion[] = {
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};
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const BehaviorScript bhvBowserBombSmoke[] = {
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BEGIN(OBJ_LIST_DEFAULT),
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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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BILLBOARD(),
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SET_FLOAT(oGraphYOffset, -288),
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