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@@ -32,14 +32,14 @@
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#define OBJ_FLAG_MOVE_XZ_USING_FVEL (1 << 1) // 0x00000002
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#define OBJ_FLAG_MOVE_Y_WITH_TERMINAL_VEL (1 << 2) // 0x00000004
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#define OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW (1 << 3) // 0x00000008
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#define OBJ_FLAG_0010 (1 << 4) // 0x00000010
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#define OBJ_FLAG_SET_FACE_ANGLE_TO_MOVE_ANGLE (1 << 4) // 0x00000010
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#define OBJ_FLAG_0020 (1 << 5) // 0x00000020
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#define OBJ_FLAG_COMPUTE_DIST_TO_MARIO (1 << 6) // 0x00000040
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#define OBJ_FLAG_ACTIVE_FROM_AFAR (1 << 7) // 0x00000080
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#define OBJ_FLAG_0100 (1 << 8) // 0x00000100
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#define OBJ_FLAG_TRANSFORM_RELATIVE_TO_PARENT (1 << 9) // 0x00000200
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#define OBJ_FLAG_HOLDABLE (1 << 10) // 0x00000400
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#define OBJ_FLAG_0800 (1 << 11) // 0x00000800
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#define OBJ_FLAG_SET_THROW_MATRIX_FROM_TRANSFORM (1 << 11) // 0x00000800
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#define OBJ_FLAG_1000 (1 << 12) // 0x00001000
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#define OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO (1 << 13) // 0x00002000
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#define OBJ_FLAG_PERSISTENT_RESPAWN (1 << 14) // 0x00004000
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@@ -106,26 +106,26 @@
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OBJ_MOVE_UNDERWATER_ON_GROUND)
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/* oActiveParticleFlags */
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#define ACTIVE_PARTICLE_0 (1 << 0) // 0x00000001
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#define ACTIVE_PARTICLE_DUST (1 << 0) // 0x00000001
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#define ACTIVE_PARTICLE_UNUSED_1 (1 << 1) // 0x00000002
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#define ACTIVE_PARTICLE_UNUSED_2 (1 << 2) // 0x00000004
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#define ACTIVE_PARTICLE_3 (1 << 3) // 0x00000008
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#define ACTIVE_PARTICLE_4 (1 << 4) // 0x00000010
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#define ACTIVE_PARTICLE_5 (1 << 5) // 0x00000020
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#define ACTIVE_PARTICLE_6 (1 << 6) // 0x00000040
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#define ACTIVE_PARTICLE_SPARKLES (1 << 3) // 0x00000008
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#define ACTIVE_PARTICLE_H_STAR (1 << 4) // 0x00000010
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#define ACTIVE_PARTICLE_BUBBLE (1 << 5) // 0x00000020
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#define ACTIVE_PARTICLE_WATER_SPLASH (1 << 6) // 0x00000040
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#define ACTIVE_PARTICLE_IDLE_WATER_WAVE (1 << 7) // 0x00000080
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#define ACTIVE_PARTICLE_SHALLOW_WATER_WAVE (1 << 8) // 0x00000100
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#define ACTIVE_PARTICLE_9 (1 << 9) // 0x00000200
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#define ACTIVE_PARTICLE_PLUNGE_BUBBLE (1 << 9) // 0x00000200
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#define ACTIVE_PARTICLE_WAVE_TRAIL (1 << 10) // 0x00000400
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#define ACTIVE_PARTICLE_11 (1 << 11) // 0x00000800
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#define ACTIVE_PARTICLE_FIRE (1 << 11) // 0x00000800
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#define ACTIVE_PARTICLE_SHALLOW_WATER_SPLASH (1 << 12) // 0x00001000
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#define ACTIVE_PARTICLE_13 (1 << 13) // 0x00002000
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#define ACTIVE_PARTICLE_14 (1 << 14) // 0x00004000
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#define ACTIVE_PARTICLE_15 (1 << 15) // 0x00008000
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#define ACTIVE_PARTICLE_16 (1 << 16) // 0x00010000
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#define ACTIVE_PARTICLE_17 (1 << 17) // 0x00020000
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#define ACTIVE_PARTICLE_18 (1 << 18) // 0x00040000
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#define ACTIVE_PARTICLE_19 (1 << 19) // 0x00080000
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#define ACTIVE_PARTICLE_LEAF (1 << 13) // 0x00002000
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#define ACTIVE_PARTICLE_DIRT (1 << 14) // 0x00004000
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#define ACTIVE_PARTICLE_MIST_CIRCLE (1 << 15) // 0x00008000
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#define ACTIVE_PARTICLE_SNOW (1 << 16) // 0x00010000
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#define ACTIVE_PARTICLE_BREATH (1 << 17) // 0x00020000
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#define ACTIVE_PARTICLE_V_STAR (1 << 18) // 0x00040000
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#define ACTIVE_PARTICLE_TRIANGLE (1 << 19) // 0x00080000
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/* oAction */
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#define OBJ_ACT_LAVA_DEATH 100
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