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https://github.com/Print-and-Panic/Microtransactions64.git
synced 2026-01-21 10:17:19 -08:00
Some refactoring
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@@ -195,7 +195,6 @@ extern const BehaviorScript bhvKoopaShell[];
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extern const BehaviorScript bhvKoopaShellFlame[];
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extern const BehaviorScript bhvToxBox[];
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extern const BehaviorScript bhvPiranhaPlant[];
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extern const BehaviorScript bhvLllHexagonalMesh[];
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extern const BehaviorScript bhvLllBowserPuzzlePiece[];
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extern const BehaviorScript bhvLllBowserPuzzle[];
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extern const BehaviorScript bhvTuxiesMother[];
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@@ -66,7 +66,7 @@
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// 1 is similar to vanilla, but prevents Mario from moving in the wrong direction, and allows finer control with the analog stick.
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// 2 is similar to mode 1, but a bit further from vanilla, and allows instant turnaround if Mario is moving slower than a certain threshold.
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// 3 is instant turning to the intended direction regardless of speed and angle.
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#define GROUND_TURN_MODE 0
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#define GROUND_TURN_MODE 0
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// Improved hanging:
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// - Doesn't require holding down the A button
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// - Percise turning control ()
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@@ -187,11 +187,13 @@
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// This allows you to quickly test the level you're working on.
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// If you want the game to boot normally, just comment out the define again.
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//#define TEST_LEVEL LEVEL_BOB
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// Enable debug level select
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//#define DEBUG_LEVEL_SELECT
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// Custom debug mode. Press DPAD left to show the debug UI. Press DPAD right to enter the noclip mode.
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//#define CUSTOM_DEBUG
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// Include Puppyprint, a display library for text and large images. Also includes a custom, enhanced performance profiler.
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//#define PUPPYPRINT
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#define PUPPYPRINT_DEBUG 0
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#define PUPPYPRINT
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#define PUPPYPRINT_DEBUG 1
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// Use cycles instead of microseconds
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//#define PUPPYPRINT_DEBUG_CYCLES
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// Visual debug enables some collision visuals. Tapping Right on the dpad will cycle between visual hitboxes, visual surfaces, both, and neither.
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@@ -144,14 +144,14 @@ typedef struct OSMesgQueue_s {
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/* Message operations */
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extern void osCreateMesgQueue(OSMesgQueue *, OSMesg *, s32);
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extern s32 osSendMesg(OSMesgQueue *, OSMesg, s32);
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extern s32 osJamMesg(OSMesgQueue *, OSMesg, s32);
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extern s32 osRecvMesg(OSMesgQueue *, OSMesg *, s32);
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extern void osCreateMesgQueue(OSMesgQueue *mq, OSMesg *msg, s32 count);
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extern s32 osSendMesg(OSMesgQueue *mq, OSMesg msg, s32 flag);
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extern s32 osJamMesg(OSMesgQueue *mq, OSMesg msg, s32 flag);
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extern s32 osRecvMesg(OSMesgQueue *mq, OSMesg *msg, s32 flag);
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/* Event operations */
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extern void osSetEventMesg(OSEvent, OSMesgQueue *, OSMesg);
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extern void osSetEventMesg(OSEvent e, OSMesgQueue *mq, OSMesg m);
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#endif /* defined(_LANGUAGE_C) || defined(_LANGUAGE_C_PLUS_PLUS) */
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@@ -81,7 +81,7 @@ enum RenderLayers
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#define INPUT_IN_WATER /* 0x0200 */ (1 << 9)
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#define INPUT_STOMPED /* 0x0400 */ (1 << 10)
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#define INPUT_INTERACT_OBJ_GRABBABLE /* 0x0800 */ (1 << 11)
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#define INPUT_UNKNOWN_12 /* 0x1000 */ (1 << 12)
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#define INPUT_B_DOWN /* 0x1000 */ (1 << 12)
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#define INPUT_B_PRESSED /* 0x2000 */ (1 << 13)
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#define INPUT_Z_DOWN /* 0x4000 */ (1 << 14)
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#define INPUT_Z_PRESSED /* 0x8000 */ (1 << 15)
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@@ -208,7 +208,7 @@ enum RenderLayers
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#define ACT_COUGHING 0x0C40020A // (0x00A | ACT_FLAG_STATIONARY | ACT_FLAG_IDLE | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_SHIVERING 0x0C40020B // (0x00B | ACT_FLAG_STATIONARY | ACT_FLAG_IDLE | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_IN_QUICKSAND 0x0002020D // (0x00D | ACT_FLAG_STATIONARY | ACT_FLAG_INVULNERABLE)
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#define ACT_UNKNOWN_0002020E 0x0002020E // (0x00E | ACT_FLAG_STATIONARY | ACT_FLAG_INVULNERABLE)
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#define ACT_NO_STANDING_DEATH 0x0002020E // (0x00E | ACT_FLAG_STATIONARY | ACT_FLAG_INVULNERABLE)
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#define ACT_CROUCHING 0x0C008220 // (0x020 | ACT_FLAG_STATIONARY | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_START_CROUCHING 0x0C008221 // (0x021 | ACT_FLAG_STATIONARY | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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#define ACT_STOP_CROUCHING 0x0C008222 // (0x022 | ACT_FLAG_STATIONARY | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
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