Files
Microtransactions64/levels/scripts.c
thecozies f3e61a31aa HackerSM64 v2.0.0
* buffers: refresh 15 and revert to base decomp

* behavior script

* color helper functions

* extended bounds

* egeo_layout

* fixed model ids

* camera conf improved

* message panel ucode small

* graph node

* level script

* mathutil updates

* mathutil updates (allow unused funcs)

* behaviors a - beta_fish

* Add librtc and fix some data declarations

* Move GRUCODE define to proper location in makefile

* Refresh 15

* extra

* Make ROM name smaller and change messages printed on build a bit

* Fix console (lol)

* Update UNF to latest master

* Make ucode load from .o's (and also fix Super3D)

* Fix crash with rumble + custom mario model

* graph node and mathutil

* removed behaviors

* Ldtob documentation

* _Putfld labeling

* area

* behavior actions

* camera

* debug updates

* bubbles

* envfx snow

* farcall helpers

* game init

* geo misc

* hud

* only check if VC on render init

* ingame menu

* revert goddard to base decomp

* insn disasm

* interaction documentation

* level geo

* level update defines

* macro special objects formatting changes

* main.h documentation

* map parser documentation & formatting

* airborne documentation

* mario actions automatic documentation

* mario actions cutscene documentation

* mario actions moving documentation and options

* mario actions object documentation and options

* mario stationary documentation

* mario submerged documentation

* mario misc documentation

* mario step: ledge grab fixes and documentation

* mario documentation

* memory.h documentation

* moving textures

* object behaviors

* object collision

* fix flamethrower bug

* object helpers

* object list processor documentation

* paintings

* platform displacement

* print / printf

* puppycam absf

* puppyprint updates and formatting changes

* rendering graph node performance optimizations

* rumble opt and doc

* hqvm back to ultrasm64

* save file documentation and unlock defines

* s2d engine

* reset various files to ultrasm64

* file select

* intro geo documentation

* screen transition documentation

* segment2.h

* shadow overhaul

* skybox refactor

* sound init: clean up define usage + documentation

* spawn object optimizations and documentation

* spawn sound cleanup

* sram to ultrasm64

* star select cleanup

* title screen cleanup

* dialogs / text

* rename stomp smoke

* stomp smoke -> small water splash

* updated README

* compilation flags

* optimized file positions + support function/data sections

* surface collision performance improvements

* surface load optimizations

* camera conf documentation

* Allow easier command for opening puppyprint debug

* Rearranged framebuffers & fixed puppyprint console printing

* Fix shadow scaling and shifting

* Fix SILHOUETTE, OBJECTS_REJ, and ucode loading, also clean up render phase system a bit.

* Fixed build with BETTER_HANGING off

* Clean up OBJECTS_REJ ifdefs

* Fix duplicate comment & graph render layers/flags bitmask

* Fixed build with BETTER_HANGING off

* Fix Fast64 importing by reverting sSegmentTable change

* Readded missing functions that caused build errors with Mario head enabled

* Fixed clang compilation issues

* Add INTER mode for geo_update_layer_transparency

* Fix build warnings

* bugfix: miscalculation in obj_turn_toward_object

* Some puppytech fixes

* Further Puppycamera fixes

* Fix BUGFIX_DIALOG_TIME_STOP

Fixes #136

* Fix sliding platform bparams

* Add LEGACY_SHADOW_IDS define for Fast64 compatibility

* Apply suggested changes

* Better find_in_bounds_yaw_wdw_bob_thi ifdef

* Fix build warnings for unused functions

* Fixed stale reference bug from obj_mark_for_deletion change

* Fixed incorrect digit for 100s #145

* Change groundpound-fix define and functionality to just disable bonking

* Fixed puppyroll #134

* Adjust height value for terrain angle to kick in

* fixed hi score flashing

* Remove menudata backup (#131)

Not considered important enough to keep

* Fix fread() build warning

* Add COURSE_NUM_TO_INDEX to save_file_get_star_flags check in bhv_unagi_init

* Fix approach_s16 return value

* Use boolean defines for oCapDoScaleVertically

* Make the door lock a part of the key door model to eliminate z-fighting, also reduce z fighting on numbered doors with AUTO_LOD enabled.

* Move flames to LAYER_TRANSPARENT_INTER

* Resolved some compiler warnings and added FALL_THROUGH define (#168)

* Address some more compiler warnings with different define toggles

* Remove unnecessary fallthrough attribute

* fixed geo_process_billboard floating point exception

* Allow water to face any direction

* Initialize focOffset so that BBH doesn't crash

* Removed superfluous RDP commands when switching microcodes which would override scissor

* Set OBJ_FLAG_DONT_CALC_COLL_DIST on bhvUkikiCage

* Fix rumble build

* Fixed UNLOCK_FPS strobing

* Update src/game/object_helpers.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Update src/game/object_helpers.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Fix LEGACY_SHADOW_IDS id conflict

* Use the vanilla default value for rotating fire bars if bparam2 is 0

* START_LEVEL safeguard

* Fix some drawing distance issues caused by AUTO_COLLISION_DISTANCE

* Fix rumble build

* Fixed spline poll code using the wrong values for keyframes

* Update readme with better credits

Better credits for individual contributors

* add arthur

* added falco and moose

* add fazana

* le funny typo

* added S2DEX engine to credits

* silhouette + axo + ratio

* remove specific callouts + add auto col distance

* Update data/behavior_data.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Update data/behavior_data.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Update data/behavior_data.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Revert formatting changes to match vanilla decomp

* Re-implement Y buffer for find_ceil

* Re-implement POWER_STARS_HEAL for normal Power Stars

* Start level comment & exit course comment/collapse

* utilize reonucam technique for FAST_VERTICAL_CAMERA_MOVEMENT

* Fix "MAX_REFERENCED_WALLS" typo

* Allow stop_and_set_height_to_floor to work at any height if Mario is teleporting (#213)

* Revert stop_and_set_height_to_floor to vanilla

Fixes #208

* Fixed sAudioEnabled so that it disables audio CPU processing as well

* Fixed puppyprint debug RDP us calculations

* Renamed sAudioEnabled to gAudioEnabled

* Replaced mtxf_to_mtx_asm with an equivalent implementation that supports WORLD_SCALE

* Moved extended bounds and world scale configuration to a new config_world.h file

* Default all objects to non-rej (#227)

Fixes #221 (Default all objects to non-rej)

* Fix #221

* Fix VISUAL_DEBUG breaking/crashing when OBJECTS_REJ is disabled (#211)

* Fix VISUAL_DEBUG breaking/crashing when OBJECTS_REJ is disabled

* Change vtl decrement in visual_surface_display from 6 to 3

Fixes #207

* Make area in SL igloo wider to prevent a softlock (#233)

Fixes #210

* Fix coin formation coins being deleted if they spawn in the middle of a floor, also fix TTM slide coin position (#232)

Fixes #201

* Make UNLOCK_ALL apply to more things

* Fix wrong ifdef/ifndef in bhv_invisible_objects_under_bridge_init

* Change chain chomp load/unload distances depending on number of segments (#237)

Fixes #192

* added WATER_PLUNGE_UPWARP define

* Add reonucam patch (#239)

* added reonucam patch
Fixes #218

* Fix how shadows handle water/transparency/height (#228)

* Fix how shadows handle water/transparency/height

* Change shadow check for flying carpets from a level specific check to a oPlatformOnTrackType check

Fixes #179

* added reonucam credit

* delete unnecesary patches

* Apply suggested changes

* murdered more patches

* UNLOCK_ALL unlocks the cap boxes

* UNLOCK_ALL unlocks cap boxes (slightly more epic edition)

* revert ceil buffer

* Renamed HD_INTRO_TEXTURES define, separated intro floombas

* prevent double definition of floombas

* actually prevent floomba redefinition

* Develop/refactor  default defines (#242)

* Changed default config options

* Added build dir to includePaths for pngs

* disable NO_SLEEP by default

* Disable puppyprint by default

Sorry fazana 😔

* fix typos

* add comment about BETTER_REVERB console perf

* disable blue coin switch retry by default

* Update config_audio.h

Co-authored-by: Reonu <danileon95@gmail.com>
Co-authored-by: Mr-Wiseguy <68165316+Mr-Wiseguy@users.noreply.github.com>

* revert air step line to vanilla to fix bitfs scaling platform issue (#247)

Fixes #200

* Fix stuttering on thin slopes (#248)

* Fix stuttering on thin slopes

* Revert vec3f_find_ceil calls to vanilla

* Rename vec3f_find_ceil to find_mario_ceil

* Update src/engine/surface_collision.h

Fixes #249

* Swap static and dynamic surface checks back to vanilla order (#253)

* Swap static and dynamic surface checks back to vanilla order

* re-enable DISABLE_ALL config

Fixes #251 #252

* Fixed save and quitting while in widescreen (#257)

* Fixed save and quitting while in widescreen

* use define for the level

* all my homies hate ifdefs

* skip wall offsets < 0 (#255)

Fixes #255

* #264: Document non-stop stars' issues (#267)

* #264: Document non-stop stars' issues

* Update include/config/config_game.h

* nonstop vanilla comment

* derive margin_radius from radius after capping at 200 (#266)

Fixes #259

* Config cleanup/refactor (#269)

* Moved puppyprint define to graphics / rearranged some debug defines for ease of access

* Moved compatibility safeguards to config_safeguards.h

* spacing and comment formatting

* #272 Move GFX_POOL_SIZE to config_graphics.h

* disable EASIER_DIALOG_TRIGGER by default

* prevent redefining warnings

* small ifdef typo

* changed ifndef to undefs

Fixes #262
Fixes #272

* Improved movement config documentation related to turning around (#271)

Fixes #270

* rename CUSTOM_DEBUG, add comments (#275)

* Update README.md (#277)

* v2.0.0

Co-authored-by: CrashOveride95 <crashoveride953@gmail.com>
Co-authored-by: Arceveti <73617174+Arceveti@users.noreply.github.com>
Co-authored-by: n64 <n64>
Co-authored-by: Fazana <52551480+FazanaJ@users.noreply.github.com>
Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com>
Co-authored-by: aglab2 <aglab3@gmail.com>
Co-authored-by: gheskett <gheskett@gmail.com>
Co-authored-by: Reonu <danileon95@gmail.com>
Co-authored-by: Axollyon <20480418+Axollyon@users.noreply.github.com>
Co-authored-by: Mr-Wiseguy <68165316+Mr-Wiseguy@users.noreply.github.com>
2021-12-30 16:57:51 +00:00

355 lines
18 KiB
C

#include <ultra64.h>
#include "sm64.h"
#include "game/level_update.h"
#include "level_commands.h"
#include "game/area.h"
#include "make_const_nonconst.h"
#include "segment_symbols.h"
#include "actors/common0.h"
#include "actors/common1.h"
#include "actors/group0.h"
#include "actors/group1.h"
#include "actors/group2.h"
#include "actors/group3.h"
#include "actors/group4.h"
#include "actors/group5.h"
#include "actors/group6.h"
#include "actors/group7.h"
#include "actors/group8.h"
#include "actors/group9.h"
#include "actors/group10.h"
#include "actors/group11.h"
#include "actors/group12.h"
#include "actors/group13.h"
#include "actors/group14.h"
#include "actors/group15.h"
#include "actors/group16.h"
#include "actors/group17.h"
#include "levels/menu/header.h"
#include "levels/intro/header.h"
#include "level_headers.h"
#include "level_table.h"
#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8)
#define DEFINE_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8, _9, _10) + 3
static const LevelScript script_exec_level_table[2
#include "level_defines.h"
];
#undef DEFINE_LEVEL
#undef STUB_LEVEL
static const LevelScript goto_intro_splash_screen[6];
static const LevelScript goto_ending[6];
static const LevelScript goto_mario_head_regular[6];
static const LevelScript goto_mario_head_dizzy[6];
static const LevelScript goto_debug_level_select[6];
#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8)
#define DEFINE_LEVEL(_0, _1, _2, folder, _4, _5, _6, _7, _8, _9, _10) static const LevelScript script_exec_ ## folder [6 + 1];
#include "level_defines.h"
#undef DEFINE_LEVEL
#undef STUB_LEVEL
const LevelScript level_main_scripts_entry[] = {
LOAD_YAY0( /*seg*/ SEGMENT_GROUP0_YAY0, _group0_yay0SegmentRomStart, _group0_yay0SegmentRomEnd),
LOAD_YAY0( /*seg*/ SEGMENT_COMMON1_YAY0, _common1_yay0SegmentRomStart, _common1_yay0SegmentRomEnd),
LOAD_RAW_WITH_CODE( /*seg*/ SEGMENT_GROUP0_GEO, _group0_geoSegmentRomStart, _group0_geoSegmentRomEnd, _group0_geoSegmentBssStart, _group0_geoSegmentBssEnd),
LOAD_RAW_WITH_CODE( /*seg*/ SEGMENT_COMMON1_GEO, _common1_geoSegmentRomStart, _common1_geoSegmentRomEnd, _common1_geoSegmentBssStart, _common1_geoSegmentBssEnd),
LOAD_RAW_WITH_CODE( /*seg*/ SEGMENT_BEHAVIOR_DATA, _behaviorSegmentRomStart, _behaviorSegmentRomEnd, _behaviorSegmentBssStart, _behaviorSegmentBssEnd),
ALLOC_LEVEL_POOL(),
LOAD_MODEL_FROM_GEO(MODEL_MARIO, mario_geo),
LOAD_MODEL_FROM_GEO(MODEL_SMOKE, smoke_geo),
LOAD_MODEL_FROM_GEO(MODEL_SPARKLES, sparkles_geo),
LOAD_MODEL_FROM_GEO(MODEL_BUBBLE, bubble_geo),
LOAD_MODEL_FROM_GEO(MODEL_SMALL_WATER_SPLASH, small_water_splash_geo),
LOAD_MODEL_FROM_GEO(MODEL_IDLE_WATER_WAVE, idle_water_wave_geo),
LOAD_MODEL_FROM_GEO(MODEL_WATER_SPLASH, water_splash_geo),
LOAD_MODEL_FROM_GEO(MODEL_WAVE_TRAIL, wave_trail_geo),
LOAD_MODEL_FROM_GEO(MODEL_YELLOW_COIN, yellow_coin_geo),
LOAD_MODEL_FROM_GEO(MODEL_STAR, star_geo),
LOAD_MODEL_FROM_GEO(MODEL_TRANSPARENT_STAR, transparent_star_geo),
LOAD_MODEL_FROM_GEO(MODEL_WOODEN_SIGNPOST, wooden_signpost_geo),
LOAD_MODEL_FROM_DL( MODEL_WHITE_PARTICLE_SMALL, white_particle_small_dl, LAYER_OCCLUDE_SILHOUETTE_ALPHA),
LOAD_MODEL_FROM_GEO(MODEL_RED_FLAME, red_flame_geo),
LOAD_MODEL_FROM_GEO(MODEL_BLUE_FLAME, blue_flame_geo),
LOAD_MODEL_FROM_GEO(MODEL_BURN_SMOKE, burn_smoke_geo),
LOAD_MODEL_FROM_GEO(MODEL_LEAVES, leaves_geo),
LOAD_MODEL_FROM_GEO(MODEL_PURPLE_MARBLE, purple_marble_geo),
LOAD_MODEL_FROM_GEO(MODEL_FISH, fish_geo),
// LOAD_MODEL_FROM_GEO(MODEL_FISH_SHADOW, fish_shadow_geo),
LOAD_MODEL_FROM_GEO(MODEL_SPARKLES_ANIMATION, sparkles_animation_geo),
LOAD_MODEL_FROM_DL( MODEL_SAND_DUST, sand_seg3_dl_particle, LAYER_OCCLUDE_SILHOUETTE_ALPHA),
LOAD_MODEL_FROM_GEO(MODEL_BUTTERFLY, butterfly_geo),
// LOAD_MODEL_FROM_GEO(MODEL_BURN_SMOKE_UNUSED, burn_smoke_geo),
LOAD_MODEL_FROM_DL( MODEL_PEBBLE, pebble_seg3_dl_0301CB00, LAYER_OCCLUDE_SILHOUETTE_ALPHA),
LOAD_MODEL_FROM_GEO(MODEL_MIST, mist_geo),
LOAD_MODEL_FROM_GEO(MODEL_WHITE_PUFF, white_puff_geo),
LOAD_MODEL_FROM_DL( MODEL_WHITE_PARTICLE_DL, white_particle_dl, LAYER_OCCLUDE_SILHOUETTE_ALPHA),
LOAD_MODEL_FROM_GEO(MODEL_WHITE_PARTICLE, white_particle_geo),
LOAD_MODEL_FROM_GEO(MODEL_YELLOW_COIN_NO_SHADOW, yellow_coin_no_shadow_geo),
LOAD_MODEL_FROM_GEO(MODEL_BLUE_COIN, blue_coin_geo),
LOAD_MODEL_FROM_GEO(MODEL_BLUE_COIN_NO_SHADOW, blue_coin_no_shadow_geo),
LOAD_MODEL_FROM_GEO(MODEL_MARIOS_WINGED_METAL_CAP, marios_winged_metal_cap_geo),
LOAD_MODEL_FROM_GEO(MODEL_MARIOS_METAL_CAP, marios_metal_cap_geo),
LOAD_MODEL_FROM_GEO(MODEL_MARIOS_WING_CAP, marios_wing_cap_geo),
LOAD_MODEL_FROM_GEO(MODEL_MARIOS_CAP, marios_cap_geo),
LOAD_MODEL_FROM_GEO(MODEL_BOWSER_KEY_CUTSCENE, bowser_key_cutscene_geo),
LOAD_MODEL_FROM_GEO(MODEL_BOWSER_KEY, bowser_key_geo),
LOAD_MODEL_FROM_GEO(MODEL_RED_FLAME_SHADOW, red_flame_shadow_geo),
LOAD_MODEL_FROM_GEO(MODEL_1UP, mushroom_1up_geo),
LOAD_MODEL_FROM_GEO(MODEL_RED_COIN, red_coin_geo),
LOAD_MODEL_FROM_GEO(MODEL_RED_COIN_NO_SHADOW, red_coin_no_shadow_geo),
LOAD_MODEL_FROM_GEO(MODEL_NUMBER, number_geo),
LOAD_MODEL_FROM_GEO(MODEL_EXPLOSION, explosion_geo),
LOAD_MODEL_FROM_GEO(MODEL_DIRT_ANIMATION, dirt_animation_geo),
LOAD_MODEL_FROM_GEO(MODEL_CARTOON_STAR, cartoon_star_geo),
#ifdef IA8_30FPS_COINS
LOAD_MODEL_FROM_GEO(MODEL_SILVER_COIN, silver_coin_geo),
LOAD_MODEL_FROM_GEO(MODEL_SILVER_COIN_NO_SHADOW, silver_coin_no_shadow_geo),
#endif
FREE_LEVEL_POOL(),
CALL(/*arg*/ 0, /*func*/ lvl_init_from_save_file),
LOOP_BEGIN(),
EXECUTE(/*seg*/ SEGMENT_MENU_INTRO, _menuSegmentRomStart, _menuSegmentRomEnd, level_main_menu_entry_act_select),
JUMP_LINK(script_exec_level_table),
SLEEP(/*frames*/ 1),
LOOP_UNTIL(/*op*/ OP_LT, /*arg*/ WARP_SPECIAL_NONE),
JUMP_IF( /*op*/ OP_EQ, /*arg*/ WARP_SPECIAL_ENDING, goto_ending),
JUMP_IF( /*op*/ OP_EQ, /*arg*/ WARP_SPECIAL_MARIO_HEAD_REGULAR, goto_mario_head_regular),
JUMP_IF( /*op*/ OP_EQ, /*arg*/ WARP_SPECIAL_MARIO_HEAD_DIZZY, goto_mario_head_dizzy),
JUMP_IF( /*op*/ OP_EQ, /*arg*/ WARP_SPECIAL_INTRO_SPLASH_SCREEN, goto_intro_splash_screen),
JUMP_IF( /*op*/ OP_EQ, /*arg*/ WARP_SPECIAL_LEVEL_SELECT, goto_debug_level_select),
};
static const LevelScript goto_intro_splash_screen[] = {
EXIT_AND_EXECUTE_WITH_CODE(/*seg*/ SEGMENT_MENU_INTRO, _introSegmentRomStart, _introSegmentRomEnd, level_intro_splash_screen, _introSegmentBssStart, _introSegmentBssEnd),
};
static const LevelScript goto_ending[] = {
EXIT_AND_EXECUTE_WITH_CODE(/*seg*/ SEGMENT_LEVEL_SCRIPT, _endingSegmentRomStart, _endingSegmentRomEnd, level_ending_entry, _endingSegmentBssStart, _endingSegmentBssEnd),
};
static const LevelScript goto_mario_head_regular[] = {
EXIT_AND_EXECUTE_WITH_CODE(/*seg*/ SEGMENT_MENU_INTRO, _introSegmentRomStart, _introSegmentRomEnd, level_intro_mario_head_regular, _introSegmentBssStart, _introSegmentBssEnd),
};
static const LevelScript goto_mario_head_dizzy[] = {
EXIT_AND_EXECUTE_WITH_CODE(/*seg*/ SEGMENT_MENU_INTRO, _introSegmentRomStart, _introSegmentRomEnd, level_intro_mario_head_dizzy, _introSegmentBssStart, _introSegmentBssEnd),
};
static const LevelScript goto_debug_level_select[] = {
EXIT_AND_EXECUTE_WITH_CODE(/*seg*/ SEGMENT_MENU_INTRO, _introSegmentRomStart, _introSegmentRomEnd, level_intro_entry_level_select, _introSegmentBssStart, _introSegmentBssEnd),
};
// Include the level jumptable.
#define STUB_LEVEL(_0, _1, _2, _3, _4, _5, _6, _7, _8)
#define DEFINE_LEVEL(_0, levelenum, _2, folder, _4, _5, _6, _7, _8, _9, _10) JUMP_IF(OP_EQ, levelenum, script_exec_ ## folder),
static const LevelScript script_exec_level_table[] = {
GET_OR_SET(/*op*/ OP_GET, /*var*/ VAR_CURR_LEVEL_NUM),
#include "levels/level_defines.h"
EXIT(),
};
#undef DEFINE_LEVEL
#define DEFINE_LEVEL(_0, _1, _2, folder, _4, _5, _6, _7, _8, _9, _10) \
static const LevelScript script_exec_ ## folder [] = { \
EXECUTE_WITH_CODE(SEGMENT_LEVEL_SCRIPT, _ ## folder ## SegmentRomStart, _ ## folder ## SegmentRomEnd, level_ ## folder ## _entry, _ ## folder ## SegmentBssStart, _ ## folder ## SegmentBssEnd), \
RETURN(), \
};
#include "levels/level_defines.h"
#undef STUB_LEVEL
#undef DEFINE_LEVEL
const LevelScript script_func_global_1[] = {
LOAD_MODEL_FROM_GEO(MODEL_BLUE_COIN_SWITCH, blue_coin_switch_geo),
LOAD_MODEL_FROM_GEO(MODEL_AMP, dAmpGeo),
LOAD_MODEL_FROM_GEO(MODEL_PURPLE_SWITCH, purple_switch_geo),
LOAD_MODEL_FROM_GEO(MODEL_CHECKERBOARD_PLATFORM, checkerboard_platform_geo),
LOAD_MODEL_FROM_GEO(MODEL_BREAKABLE_BOX, breakable_box_geo),
LOAD_MODEL_FROM_GEO(MODEL_BREAKABLE_BOX_NO_SHADOW, breakable_box_no_shadow_geo),
LOAD_MODEL_FROM_GEO(MODEL_EXCLAMATION_BOX_OUTLINE, exclamation_box_outline_geo),
LOAD_MODEL_FROM_GEO(MODEL_EXCLAMATION_BOX, exclamation_box_geo),
LOAD_MODEL_FROM_GEO(MODEL_GOOMBA, goomba_geo),
LOAD_MODEL_FROM_DL( MODEL_EXCLAMATION_POINT, exclamation_box_outline_seg8_dl_exclamation_point, LAYER_OCCLUDE_SILHOUETTE_ALPHA),
LOAD_MODEL_FROM_GEO(MODEL_KOOPA_SHELL, koopa_shell_geo),
LOAD_MODEL_FROM_GEO(MODEL_METAL_BOX, metal_box_geo),
LOAD_MODEL_FROM_DL( MODEL_METAL_BOX_DL, metal_box_dl, LAYER_OPAQUE),
LOAD_MODEL_FROM_GEO(MODEL_BLACK_BOBOMB, black_bobomb_geo),
LOAD_MODEL_FROM_GEO(MODEL_BOBOMB_BUDDY, bobomb_buddy_geo),
LOAD_MODEL_FROM_DL( MODEL_DL_CANNON_LID, cannon_lid_seg8_dl_080048E0, LAYER_OPAQUE),
LOAD_MODEL_FROM_GEO(MODEL_BOWLING_BALL, bowling_ball_geo),
LOAD_MODEL_FROM_GEO(MODEL_CANNON_BARREL, cannon_barrel_geo),
LOAD_MODEL_FROM_GEO(MODEL_CANNON_BASE, cannon_base_geo),
LOAD_MODEL_FROM_GEO(MODEL_HEART, heart_geo),
LOAD_MODEL_FROM_GEO(MODEL_FLYGUY, flyguy_geo),
LOAD_MODEL_FROM_GEO(MODEL_CHUCKYA, chuckya_geo),
LOAD_MODEL_FROM_GEO(MODEL_TRAJECTORY_MARKER_BALL, bowling_ball_track_geo),
RETURN(),
};
const LevelScript script_func_global_2[] = {
LOAD_MODEL_FROM_GEO(MODEL_BULLET_BILL, bullet_bill_geo),
LOAD_MODEL_FROM_GEO(MODEL_YELLOW_SPHERE, yellow_sphere_geo),
LOAD_MODEL_FROM_GEO(MODEL_HOOT, hoot_geo),
LOAD_MODEL_FROM_GEO(MODEL_YOSHI_EGG, yoshi_egg_geo),
LOAD_MODEL_FROM_GEO(MODEL_THWOMP, thwomp_geo),
LOAD_MODEL_FROM_GEO(MODEL_HEAVE_HO, heave_ho_geo),
RETURN(),
};
const LevelScript script_func_global_3[] = {
LOAD_MODEL_FROM_GEO(MODEL_BLARGG, blargg_geo),
LOAD_MODEL_FROM_GEO(MODEL_BULLY, bully_geo),
LOAD_MODEL_FROM_GEO(MODEL_BULLY_BOSS, bully_boss_geo),
RETURN(),
};
const LevelScript script_func_global_4[] = {
LOAD_MODEL_FROM_GEO(MODEL_WATER_BOMB, water_bomb_geo),
LOAD_MODEL_FROM_GEO(MODEL_WATER_BOMB_SHADOW, water_bomb_shadow_geo),
LOAD_MODEL_FROM_GEO(MODEL_KING_BOBOMB, king_bobomb_geo),
RETURN(),
};
const LevelScript script_func_global_5[] = {
LOAD_MODEL_FROM_GEO(MODEL_MANTA_RAY, manta_seg5_geo_05008D14),
LOAD_MODEL_FROM_GEO(MODEL_UNAGI, unagi_geo),
LOAD_MODEL_FROM_GEO(MODEL_SUSHI, sushi_geo),
LOAD_MODEL_FROM_DL( MODEL_DL_WHIRLPOOL, whirlpool_seg5_dl_05013CB8, LAYER_TRANSPARENT),
LOAD_MODEL_FROM_GEO(MODEL_CLAM_SHELL, clam_shell_geo),
RETURN(),
};
const LevelScript script_func_global_6[] = {
LOAD_MODEL_FROM_GEO(MODEL_POKEY_HEAD, pokey_head_geo),
LOAD_MODEL_FROM_GEO(MODEL_POKEY_BODY_PART, pokey_body_part_geo),
LOAD_MODEL_FROM_GEO(MODEL_TWEESTER, tweester_geo),
LOAD_MODEL_FROM_GEO(MODEL_KLEPTO, klepto_geo),
LOAD_MODEL_FROM_GEO(MODEL_EYEROK_LEFT_HAND, eyerok_left_hand_geo),
LOAD_MODEL_FROM_GEO(MODEL_EYEROK_RIGHT_HAND, eyerok_right_hand_geo),
RETURN(),
};
const LevelScript script_func_global_7[] = {
LOAD_MODEL_FROM_DL( MODEL_DL_MONTY_MOLE_HOLE, monty_mole_hole_seg5_dl_05000840, LAYER_TRANSPARENT_DECAL),
LOAD_MODEL_FROM_GEO(MODEL_MONTY_MOLE, monty_mole_geo),
LOAD_MODEL_FROM_GEO(MODEL_UKIKI, ukiki_geo),
LOAD_MODEL_FROM_GEO(MODEL_FWOOSH, fwoosh_geo),
RETURN(),
};
const LevelScript script_func_global_8[] = {
LOAD_MODEL_FROM_GEO(MODEL_SPINDRIFT, spindrift_geo),
LOAD_MODEL_FROM_GEO(MODEL_MR_BLIZZARD_HIDDEN, mr_blizzard_hidden_geo),
LOAD_MODEL_FROM_GEO(MODEL_MR_BLIZZARD, mr_blizzard_geo),
LOAD_MODEL_FROM_GEO(MODEL_PENGUIN, penguin_geo),
RETURN(),
};
const LevelScript script_func_global_9[] = {
LOAD_MODEL_FROM_DL( MODEL_CAP_SWITCH_EXCLAMATION, cap_switch_exclamation_seg5_dl_05002E00, LAYER_ALPHA),
LOAD_MODEL_FROM_GEO(MODEL_CAP_SWITCH, cap_switch_geo),
LOAD_MODEL_FROM_DL( MODEL_CAP_SWITCH_BASE, cap_switch_base_seg5_dl_05003120, LAYER_OPAQUE),
RETURN(),
};
const LevelScript script_func_global_10[] = {
LOAD_MODEL_FROM_GEO(MODEL_BOO, boo_geo),
LOAD_MODEL_FROM_GEO(MODEL_BETA_BOO_KEY, small_key_geo),
LOAD_MODEL_FROM_GEO(MODEL_HAUNTED_CHAIR, haunted_chair_geo),
LOAD_MODEL_FROM_GEO(MODEL_MAD_PIANO, mad_piano_geo),
LOAD_MODEL_FROM_GEO(MODEL_BOOKEND_PART, bookend_part_geo),
LOAD_MODEL_FROM_GEO(MODEL_BOOKEND, bookend_geo),
LOAD_MODEL_FROM_GEO(MODEL_HAUNTED_CAGE, haunted_cage_geo),
RETURN(),
};
const LevelScript script_func_global_11[] = {
LOAD_MODEL_FROM_GEO(MODEL_BIRDS, birds_geo),
LOAD_MODEL_FROM_GEO(MODEL_PEACH, peach_geo),
LOAD_MODEL_FROM_GEO(MODEL_YOSHI, yoshi_geo),
RETURN(),
};
const LevelScript script_func_global_12[] = {
LOAD_MODEL_FROM_GEO(MODEL_ENEMY_LAKITU, enemy_lakitu_geo),
LOAD_MODEL_FROM_GEO(MODEL_SPINY_BALL, spiny_ball_geo),
LOAD_MODEL_FROM_GEO(MODEL_SPINY, spiny_geo),
LOAD_MODEL_FROM_GEO(MODEL_WIGGLER_HEAD, wiggler_head_geo),
LOAD_MODEL_FROM_GEO(MODEL_WIGGLER_BODY, wiggler_body_geo),
LOAD_MODEL_FROM_GEO(MODEL_BUBBA, bubba_geo),
RETURN(),
};
const LevelScript script_func_global_13[] = {
LOAD_MODEL_FROM_GEO(MODEL_BOWSER, bowser_geo),
LOAD_MODEL_FROM_GEO(MODEL_BOWSER_BOMB_CHILD_OBJ, bowser_bomb_geo),
LOAD_MODEL_FROM_GEO(MODEL_BOWSER_BOMB, bowser_bomb_geo),
LOAD_MODEL_FROM_GEO(MODEL_BOWSER_SMOKE, bowser_impact_smoke_geo),
LOAD_MODEL_FROM_GEO(MODEL_BOWSER_FLAMES, bowser_flames_geo),
LOAD_MODEL_FROM_GEO(MODEL_BOWSER_WAVE, invisible_bowser_accessory_geo),
LOAD_MODEL_FROM_GEO(MODEL_BOWSER_NO_SHADOW, bowser_geo_no_shadow),
RETURN(),
};
const LevelScript script_func_global_14[] = {
LOAD_MODEL_FROM_GEO(MODEL_BUB, bub_geo),
LOAD_MODEL_FROM_GEO(MODEL_TREASURE_CHEST_BASE, treasure_chest_base_geo),
LOAD_MODEL_FROM_GEO(MODEL_TREASURE_CHEST_LID, treasure_chest_lid_geo),
LOAD_MODEL_FROM_GEO(MODEL_CYAN_FISH, cyan_fish_geo),
LOAD_MODEL_FROM_GEO(MODEL_WATER_RING, water_ring_geo),
LOAD_MODEL_FROM_GEO(MODEL_WATER_MINE, water_mine_geo),
LOAD_MODEL_FROM_GEO(MODEL_SEAWEED, seaweed_geo),
LOAD_MODEL_FROM_GEO(MODEL_SKEETER, skeeter_geo),
RETURN(),
};
const LevelScript script_func_global_15[] = {
LOAD_MODEL_FROM_GEO(MODEL_PIRANHA_PLANT, piranha_plant_geo),
LOAD_MODEL_FROM_GEO(MODEL_WHOMP, whomp_geo),
LOAD_MODEL_FROM_GEO(MODEL_KOOPA_WITH_SHELL, koopa_with_shell_geo),
LOAD_MODEL_FROM_GEO(MODEL_KOOPA_WITHOUT_SHELL, koopa_without_shell_geo),
LOAD_MODEL_FROM_GEO(MODEL_METALLIC_BALL, metallic_ball_geo),
LOAD_MODEL_FROM_GEO(MODEL_CHAIN_CHOMP, chain_chomp_geo),
LOAD_MODEL_FROM_GEO(MODEL_KOOPA_FLAG, koopa_flag_geo),
LOAD_MODEL_FROM_GEO(MODEL_WOODEN_POST, wooden_post_geo),
RETURN(),
};
const LevelScript script_func_global_16[] = {
LOAD_MODEL_FROM_GEO(MODEL_MIPS, mips_geo),
LOAD_MODEL_FROM_GEO(MODEL_BOO_CASTLE, boo_castle_geo),
LOAD_MODEL_FROM_GEO(MODEL_LAKITU, lakitu_geo),
LOAD_MODEL_FROM_GEO(MODEL_TOAD, toad_geo),
RETURN(),
};
const LevelScript script_func_global_17[] = {
LOAD_MODEL_FROM_GEO(MODEL_CHILL_BULLY, chilly_chief_geo),
LOAD_MODEL_FROM_GEO(MODEL_BIG_CHILL_BULLY, chilly_chief_big_geo),
LOAD_MODEL_FROM_GEO(MODEL_MONEYBAG, moneybag_geo),
RETURN(),
};
const LevelScript script_func_global_18[] = {
LOAD_MODEL_FROM_GEO(MODEL_SWOOP, swoop_geo),
LOAD_MODEL_FROM_GEO(MODEL_SCUTTLEBUG, scuttlebug_geo),
LOAD_MODEL_FROM_GEO(MODEL_MR_I_IRIS, mr_i_iris_geo),
LOAD_MODEL_FROM_GEO(MODEL_MR_I_BODY, mr_i_geo),
LOAD_MODEL_FROM_GEO(MODEL_DORRIE, dorrie_geo),
LOAD_MODEL_FROM_GEO(MODEL_SNUFIT, snufit_geo),
RETURN(),
};