sm64pc/src/game/behaviors/bowser_key.inc.c

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// bowser_key.c.inc
struct ObjectHitbox sBowserKeyHitbox = {
/* interactType: */ INTERACT_STAR_OR_KEY,
/* downOffset: */ 0,
/* damageOrCoinValue: */ 0,
/* health: */ 0,
/* numLootCoins: */ 0,
/* radius: */ 160,
/* height: */ 100,
/* hurtboxRadius: */ 160,
/* hurtboxHeight: */ 100,
};
void bhv_bowser_key_loop(void) {
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cur_obj_scale(0.5f);
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if (o->oAngleVelYaw > 0x400)
o->oAngleVelYaw -= 0x100;
o->oFaceAngleYaw += o->oAngleVelYaw;
o->oFaceAngleRoll = -0x4000;
o->oGraphYOffset = 165.0f;
if (o->oAction == 0) {
if (o->oTimer == 0)
o->oVelY = 70.0f;
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spawn_sparkle_particles(3, 200, 80, -60);
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spawn_object(o, MODEL_NONE, bhvSparkleSpawn);
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cur_obj_update_floor_and_walls();
cur_obj_move_standard(78);
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if (o->oMoveFlags & OBJ_MOVE_ON_GROUND)
o->oAction++;
else if (o->oMoveFlags & OBJ_MOVE_LANDED)
#ifndef VERSION_JP
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cur_obj_play_sound_2(SOUND_GENERAL_UNKNOWN3_2);
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#else
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cur_obj_play_sound_2(SOUND_GENERAL_UNKNOWN3_LOWPRIO);
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#endif
} else {
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obj_set_hitbox(o, &sBowserKeyHitbox);
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if (o->oInteractStatus & INT_STATUS_INTERACTED) {
mark_obj_for_deletion(o);
o->oInteractStatus = 0;
}
}
}