sm64

A Super Mario 64 decompilation
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script.c (2126B)


      1 #include <ultra64.h>
      2 #include "sm64.h"
      3 #include "behavior_data.h"
      4 #include "model_ids.h"
      5 #include "seq_ids.h"
      6 #include "segment_symbols.h"
      7 #include "level_commands.h"
      8 
      9 #include "game/level_update.h"
     10 
     11 #include "levels/scripts.h"
     12 
     13 #include "actors/common1.h"
     14 #include "actors/group12.h"
     15 
     16 #include "make_const_nonconst.h"
     17 #include "levels/bowser_1/header.h"
     18 
     19 const LevelScript level_bowser_1_entry[] = {
     20     INIT_LEVEL(),
     21     LOAD_MIO0(/*seg*/ 0x07, _bowser_1_segment_7SegmentRomStart, _bowser_1_segment_7SegmentRomEnd),
     22     LOAD_MIO0(/*seg*/ 0x0A, _bidw_skybox_mio0SegmentRomStart, _bidw_skybox_mio0SegmentRomEnd),
     23     LOAD_MIO0(/*seg*/ 0x06, _group12_mio0SegmentRomStart, _group12_mio0SegmentRomEnd),
     24     LOAD_RAW (/*seg*/ 0x0D, _group12_geoSegmentRomStart, _group12_geoSegmentRomEnd),
     25     ALLOC_LEVEL_POOL(),
     26     MARIO(/*model*/ MODEL_MARIO, /*bhvParam*/ BPARAM4(0x01), /*bhv*/ bhvMario),
     27     JUMP_LINK(script_func_global_13),
     28     LOAD_MODEL_FROM_GEO(MODEL_LEVEL_GEOMETRY_03, bowser_1_yellow_sphere_geo),
     29 
     30     AREA(/*index*/ 1, bowser_1_geo_0000D0),
     31         OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 1307, 0, /*angle*/ 0, 180, 0, /*bhvParam*/ BPARAM2(WARP_NODE_0A), /*bhv*/ bhvSpinAirborneCircleWarp),
     32         WARP_NODE(/*id*/ WARP_NODE_0A,      /*destLevel*/ LEVEL_BOWSER_1, /*destArea*/ 1, /*destNode*/ WARP_NODE_0A,  /*flags*/ WARP_NO_CHECKPOINT),
     33         WARP_NODE(/*id*/ WARP_NODE_SUCCESS, /*destLevel*/ LEVEL_CASTLE,   /*destArea*/ 1, /*destNode*/ WARP_NODE_24,  /*flags*/ WARP_NO_CHECKPOINT),
     34         WARP_NODE(/*id*/ WARP_NODE_DEATH,   /*destLevel*/ LEVEL_BITDW,    /*destArea*/ 1, /*destNode*/ WARP_NODE_0C,  /*flags*/ WARP_NO_CHECKPOINT),
     35         TERRAIN(/*terrainData*/ bowser_1_seg7_collision_level),
     36         SET_BACKGROUND_MUSIC(/*settingsPreset*/ 0x0002, /*seq*/ SEQ_LEVEL_BOSS_KOOPA),
     37         TERRAIN_TYPE(/*terrainType*/ TERRAIN_STONE),
     38     END_AREA(),
     39 
     40     FREE_LEVEL_POOL(),
     41     MARIO_POS(/*area*/ 1, /*yaw*/ 180, /*pos*/ 0, 307, 0),
     42     CALL(/*arg*/ 0, /*func*/ lvl_init_or_update),
     43     CALL_LOOP(/*arg*/ 1, /*func*/ lvl_init_or_update),
     44     CLEAR_LEVEL(),
     45     SLEEP_BEFORE_EXIT(/*frames*/ 1),
     46     EXIT(),
     47 };