sm64pc/src/game/mario_misc.c

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#include <ultra64.h>
#include "sm64.h"
#include "area.h"
#include "audio/external.h"
#include "camera.h"
#include "mario_misc.h"
#include "behavior_actions.h"
#include "behavior_data.h"
#include "engine/behavior_script.h"
#include "game.h"
#include "engine/graph_node.h"
#include "envfx_snow.h"
#include "level_update.h"
#include "engine/math_util.h"
#include "memory.h"
#include "object_helpers.h"
#include "object_helpers2.h"
#include "goddard/renderer.h"
#include "rendering_graph_node.h"
#include "save_file.h"
#include "sound_init.h"
#include "skybox.h"
#include "interaction.h"
#include "object_list_processor.h"
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#include "dialog_ids.h"
#define TOAD_STAR_1_REQUIREMENT 12
#define TOAD_STAR_2_REQUIREMENT 25
#define TOAD_STAR_3_REQUIREMENT 35
#define TOAD_STAR_1_DIALOG DIALOG_082
#define TOAD_STAR_2_DIALOG DIALOG_076
#define TOAD_STAR_3_DIALOG DIALOG_083
#define TOAD_STAR_1_DIALOG_AFTER DIALOG_154
#define TOAD_STAR_2_DIALOG_AFTER DIALOG_155
#define TOAD_STAR_3_DIALOG_AFTER DIALOG_156
enum ToadMessageStates {
TOAD_MESSAGE_FADED,
TOAD_MESSAGE_OPAQUE,
TOAD_MESSAGE_OPACIFYING,
TOAD_MESSAGE_FADING,
TOAD_MESSAGE_TALKING
};
enum UnlockDoorStarStates {
UNLOCK_DOOR_STAR_RISING,
UNLOCK_DOOR_STAR_WAITING,
UNLOCK_DOOR_STAR_SPAWNING_PARTICLES,
UNLOCK_DOOR_STAR_DONE
};
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/**
* The eye texture on succesive frames of Mario's blink animation.
* He intentionally blinks twice each time.
*/
static s8 gMarioBlinkAnimation[7] = { 1, 2, 1, 0, 1, 2, 1 };
/**
* The scale values per frame for Mario's foot/hand for his attack animation
* There are 3 scale animations in groups of 6 frames.
* The first animation starts at frame index 3 and goes down, the others start at frame index 5.
* The values get divided by 10 before assigning, so e.g. 12 gives a scale factor 1.2.
* All combined, this means e.g. the first animation scales Mario's fist by {2.4, 1.6, 1.2, 1.0} on
* succesive frames.
*/
static s8 gMarioAttackScaleAnimation[3 * 6] = {
10, 12, 16, 24, 10, 10, 10, 14, 20, 30, 10, 10, 10, 16, 20, 26, 26, 20,
};
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struct MarioBodyState gBodyStates[2]; // 2nd is never accessed in practice, most likely Luigi related
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struct GraphNodeObject gMirrorMario; // copy of Mario's geo node for drawing mirror Mario
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// This whole file is weirdly organized. It has to be the same file due
// to rodata boundries and function aligns, which means the programmer
// treated this like a "misc" file for vaguely mario related things
// (message NPC related things, the mario head geo, and mario geo
// functions)
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/**
* Geo node script that draws Mario's head on the title screen.
*/
Gfx *geo_draw_mario_head_goddard(s32 callContext, struct GraphNode *node, Mat4 *c) {
Gfx *gfx = NULL;
s16 sfx = 0;
struct GraphNodeGenerated *asGenerated = (struct GraphNodeGenerated *) node;
UNUSED Mat4 *transform = c;
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if (callContext == GEO_CONTEXT_RENDER) {
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if (gPlayer1Controller->controllerData != NULL && gWarpTransition.isActive == 0) {
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gd_copy_p1_contpad(gPlayer1Controller->controllerData);
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}
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gfx = (Gfx *) PHYSICAL_TO_VIRTUAL(gdm_gettestdl(asGenerated->parameter));
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D_8032C6A0 = gd_vblank;
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sfx = gd_sfx_to_play();
play_menu_sounds(sfx);
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}
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return gfx;
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}
static void bhvToadMessage_faded(void) {
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if (gCurrentObject->oDistanceToMario > 700.0f) {
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gCurrentObject->oToadMessageRecentlyTalked = 0;
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}
if (gCurrentObject->oToadMessageRecentlyTalked == 0 && gCurrentObject->oDistanceToMario < 600.0f) {
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gCurrentObject->oToadMessageState = TOAD_MESSAGE_OPACIFYING;
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}
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}
static void bhvToadMessage_opaque(void) {
if (gCurrentObject->oDistanceToMario > 700.0f) {
gCurrentObject->oToadMessageState = TOAD_MESSAGE_FADING;
} else {
if (gCurrentObject->oToadMessageRecentlyTalked == 0) {
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gCurrentObject->oInteractionSubtype = INT_SUBTYPE_NPC;
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if (gCurrentObject->oInteractStatus & INT_STATUS_INTERACTED) {
gCurrentObject->oInteractStatus = 0;
gCurrentObject->oToadMessageState = TOAD_MESSAGE_TALKING;
play_toads_jingle();
}
}
}
}
static void bhvToadMessage_talking(void) {
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if (obj_update_dialog_with_cutscene(3, 1, CUTSCENE_DIALOG, gCurrentObject->oToadMessageDialogId)
!= 0) {
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gCurrentObject->oToadMessageRecentlyTalked = 1;
gCurrentObject->oToadMessageState = TOAD_MESSAGE_FADING;
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switch (gCurrentObject->oToadMessageDialogId) {
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case TOAD_STAR_1_DIALOG:
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gCurrentObject->oToadMessageDialogId = TOAD_STAR_1_DIALOG_AFTER;
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bhv_spawn_star_no_level_exit(0);
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break;
case TOAD_STAR_2_DIALOG:
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gCurrentObject->oToadMessageDialogId = TOAD_STAR_2_DIALOG_AFTER;
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bhv_spawn_star_no_level_exit(1);
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break;
case TOAD_STAR_3_DIALOG:
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gCurrentObject->oToadMessageDialogId = TOAD_STAR_3_DIALOG_AFTER;
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bhv_spawn_star_no_level_exit(2);
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break;
}
}
}
static void bhvToadMessage_opacifying(void) {
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if ((gCurrentObject->oOpacity += 6) == 255) {
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gCurrentObject->oToadMessageState = TOAD_MESSAGE_OPAQUE;
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}
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}
static void bhvToadMessage_fading(void) {
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if ((gCurrentObject->oOpacity -= 6) == 81) {
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gCurrentObject->oToadMessageState = TOAD_MESSAGE_FADED;
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}
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}
void bhvToadMessage_loop(void) {
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if (gCurrentObject->header.gfx.node.flags & GRAPH_RENDER_ACTIVE) {
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gCurrentObject->oInteractionSubtype = 0;
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switch (gCurrentObject->oToadMessageState) {
case TOAD_MESSAGE_FADED:
bhvToadMessage_faded();
break;
case TOAD_MESSAGE_OPAQUE:
bhvToadMessage_opaque();
break;
case TOAD_MESSAGE_OPACIFYING:
bhvToadMessage_opacifying();
break;
case TOAD_MESSAGE_FADING:
bhvToadMessage_fading();
break;
case TOAD_MESSAGE_TALKING:
bhvToadMessage_talking();
break;
}
}
}
void bhvToadMessage_init(void) {
s32 saveFlags = save_file_get_flags();
s32 starCount = save_file_get_total_star_count(gCurrSaveFileNum - 1, 0, 24);
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s32 dialogId = (gCurrentObject->oBehParams >> 24) & 0xFF;
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s32 enoughStars = TRUE;
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switch (dialogId) {
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case TOAD_STAR_1_DIALOG:
enoughStars = (starCount >= TOAD_STAR_1_REQUIREMENT);
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if (saveFlags & (1 << 24)) {
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dialogId = TOAD_STAR_1_DIALOG_AFTER;
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}
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break;
case TOAD_STAR_2_DIALOG:
enoughStars = (starCount >= TOAD_STAR_2_REQUIREMENT);
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if (saveFlags & (1 << 25)) {
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dialogId = TOAD_STAR_2_DIALOG_AFTER;
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}
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break;
case TOAD_STAR_3_DIALOG:
enoughStars = (starCount >= TOAD_STAR_3_REQUIREMENT);
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if (saveFlags & (1 << 26)) {
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dialogId = TOAD_STAR_3_DIALOG_AFTER;
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}
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break;
}
if (enoughStars) {
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gCurrentObject->oToadMessageDialogId = dialogId;
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gCurrentObject->oToadMessageRecentlyTalked = 0;
gCurrentObject->oToadMessageState = TOAD_MESSAGE_FADED;
gCurrentObject->oOpacity = 81;
} else {
mark_object_for_deletion(gCurrentObject);
}
}
static void bhvUnlockDoorStar_spawn_particle(s16 angleOffset) {
struct Object *sparkleParticle = spawn_object(gCurrentObject, 0, bhvSparkleSpawn);
sparkleParticle->oPosX +=
100.0f * sins((gCurrentObject->oUnlockDoorStarTimer * 0x2800) + angleOffset);
sparkleParticle->oPosZ +=
100.0f * coss((gCurrentObject->oUnlockDoorStarTimer * 0x2800) + angleOffset);
// Particles are spawned lower each frame
sparkleParticle->oPosY -= gCurrentObject->oUnlockDoorStarTimer * 10.0f;
}
void bhvUnlockDoorStar_init(void) {
gCurrentObject->oUnlockDoorStarState = UNLOCK_DOOR_STAR_RISING;
gCurrentObject->oUnlockDoorStarTimer = 0;
gCurrentObject->oUnlockDoorStarYawVel = 0x1000;
gCurrentObject->oPosX += 30.0f * sins(gMarioState->faceAngle[1] - 0x4000);
gCurrentObject->oPosY += 160.0f;
gCurrentObject->oPosZ += 30.0f * coss(gMarioState->faceAngle[1] - 0x4000);
gCurrentObject->oMoveAngleYaw = 0x7800;
scale_object(gCurrentObject, 0.5f);
}
void bhvUnlockDoorStar_loop(void) {
UNUSED u8 unused1[4];
s16 prevYaw = gCurrentObject->oMoveAngleYaw;
UNUSED u8 unused2[4];
// Speed up the star every frame
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if (gCurrentObject->oUnlockDoorStarYawVel < 0x2400) {
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gCurrentObject->oUnlockDoorStarYawVel += 0x60;
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}
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switch (gCurrentObject->oUnlockDoorStarState) {
case UNLOCK_DOOR_STAR_RISING:
gCurrentObject->oPosY += 3.4f; // Raise the star up in the air
gCurrentObject->oMoveAngleYaw +=
gCurrentObject->oUnlockDoorStarYawVel; // Apply yaw velocity
scale_object(gCurrentObject, gCurrentObject->oUnlockDoorStarTimer / 50.0f
+ 0.5f); // Scale the star to be bigger
if (++gCurrentObject->oUnlockDoorStarTimer == 30) {
gCurrentObject->oUnlockDoorStarTimer = 0;
gCurrentObject->oUnlockDoorStarState++; // Sets state to UNLOCK_DOOR_STAR_WAITING
}
break;
case UNLOCK_DOOR_STAR_WAITING:
gCurrentObject->oMoveAngleYaw +=
gCurrentObject->oUnlockDoorStarYawVel; // Apply yaw velocity
if (++gCurrentObject->oUnlockDoorStarTimer == 30) {
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play_sound(SOUND_MENU_STAR_SOUND,
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gCurrentObject->header.gfx.cameraToObject); // Play final sound
obj_hide(); // Hide the object
gCurrentObject->oUnlockDoorStarTimer = 0;
gCurrentObject
->oUnlockDoorStarState++; // Sets state to UNLOCK_DOOR_STAR_SPAWNING_PARTICLES
}
break;
case UNLOCK_DOOR_STAR_SPAWNING_PARTICLES:
// Spawn two particles, opposite sides of the star.
bhvUnlockDoorStar_spawn_particle(0);
bhvUnlockDoorStar_spawn_particle(0x8000);
if (gCurrentObject->oUnlockDoorStarTimer++ == 20) {
gCurrentObject->oUnlockDoorStarTimer = 0;
gCurrentObject->oUnlockDoorStarState++; // Sets state to UNLOCK_DOOR_STAR_DONE
}
break;
case UNLOCK_DOOR_STAR_DONE: // The object stays loaded for an additional 50 frames so that the
// sound doesn't immediately stop.
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if (gCurrentObject->oUnlockDoorStarTimer++ == 50) {
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mark_object_for_deletion(gCurrentObject);
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}
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break;
}
// Checks if the angle has cycled back to 0.
// This means that the code will execute when the star completes a full revolution.
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if (prevYaw > (s16) gCurrentObject->oMoveAngleYaw) {
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play_sound(
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SOUND_GENERAL_SHORT_STAR,
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gCurrentObject->header.gfx.cameraToObject); // Play a sound every time the star spins once
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}
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}
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/**
* Generate a display list that sets the correct blend mode and color for
* mirror Mario.
*/
static Gfx *make_gfx_mario_alpha(struct GraphNodeGenerated *node, s16 alpha) {
Gfx *gfx;
Gfx *gfxHead = NULL;
if (alpha == 255) {
node->fnNode.node.flags = (node->fnNode.node.flags & 0xFF) | (LAYER_OPAQUE << 8);
gfxHead = alloc_display_list(2 * sizeof(*gfxHead));
gfx = gfxHead;
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} else {
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node->fnNode.node.flags = (node->fnNode.node.flags & 0xFF) | (LAYER_TRANSPARENT << 8);
gfxHead = alloc_display_list(3 * sizeof(*gfxHead));
gfx = gfxHead;
gDPSetAlphaCompare(gfx++, G_AC_DITHER);
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}
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gDPSetEnvColor(gfx++, 255, 255, 255, alpha);
gSPEndDisplayList(gfx);
return gfxHead;
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}
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/**
* Sets the correct blend mode and color for mirror Mario.
*/
Gfx *geo_mirror_mario_set_alpha(s32 callContext, struct GraphNode *node, UNUSED Mat4 *c) {
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UNUSED u8 unused1[4];
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Gfx *gfx = NULL;
struct GraphNodeGenerated *asGenerated = (struct GraphNodeGenerated *) node;
struct MarioBodyState *bodyState = &gBodyStates[asGenerated->parameter];
s16 alpha;
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UNUSED u8 unused2[4];
if (callContext == GEO_CONTEXT_RENDER) {
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alpha = (bodyState->modelState & 0x100) ? (bodyState->modelState & 0xFF) : 255;
gfx = make_gfx_mario_alpha(asGenerated, alpha);
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}
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return gfx;
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}
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/**
* Determines if Mario is standing or running for the level of detail of his model.
* If Mario is standing still, he is always high poly. If he is running,
* his level of detail depends on the distance to the camera.
*/
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Gfx *geo_switch_mario_stand_run(s32 callContext, struct GraphNode *node, UNUSED Mat4 *mtx) {
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struct GraphNodeSwitchCase *switchCase = (struct GraphNodeSwitchCase *) node;
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struct MarioBodyState *bodyState = &gBodyStates[switchCase->numCases];
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if (callContext == GEO_CONTEXT_RENDER) {
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// assign result. 0 if moving, 1 if stationary.
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switchCase->selectedCase = ((bodyState->action & ACT_FLAG_STATIONARY) == FALSE);
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}
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return NULL;
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}
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/**
* Geo node script that makes Mario blink
*/
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Gfx *geo_switch_mario_eyes(s32 callContext, struct GraphNode *node, UNUSED Mat4 *c) {
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struct GraphNodeSwitchCase *switchCase = (struct GraphNodeSwitchCase *) node;
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struct MarioBodyState *bodyState = &gBodyStates[switchCase->numCases];
s16 blinkFrame;
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if (callContext == GEO_CONTEXT_RENDER) {
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if (bodyState->eyeState == 0) {
blinkFrame = ((switchCase->numCases * 32 + gAreaUpdateCounter) >> 1) & 0x1F;
if (blinkFrame < 7) {
switchCase->selectedCase = gMarioBlinkAnimation[blinkFrame];
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} else {
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switchCase->selectedCase = 0;
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}
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} else {
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switchCase->selectedCase = bodyState->eyeState - 1;
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}
}
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return NULL;
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}
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/**
* Makes Mario's upper body tilt depending on the rotation stored in his bodyState
*/
Gfx *geo_mario_tilt_torso(s32 callContext, struct GraphNode *node, UNUSED Mat4 *c) {
struct GraphNodeGenerated *asGenerated = (struct GraphNodeGenerated *) node;
struct MarioBodyState *bodyState = &gBodyStates[asGenerated->parameter];
s32 action = bodyState->action;
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if (callContext == GEO_CONTEXT_RENDER) {
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struct GraphNodeRotation *rotNode = (struct GraphNodeRotation *) node->next;
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if (action != ACT_BUTT_SLIDE && action != ACT_HOLD_BUTT_SLIDE && action != ACT_WALKING
&& action != ACT_RIDING_SHELL_GROUND) {
vec3s_copy(bodyState->torsoAngle, gVec3sZero);
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}
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rotNode->rotation[0] = bodyState->torsoAngle[1];
rotNode->rotation[1] = bodyState->torsoAngle[2];
rotNode->rotation[2] = bodyState->torsoAngle[0];
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}
return NULL;
}
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/**
* Makes Mario's head rotate with the camera angle when in C-up mode
*/
Gfx *geo_mario_head_rotation(s32 callContext, struct GraphNode *node, UNUSED Mat4 *c) {
struct GraphNodeGenerated *asGenerated = (struct GraphNodeGenerated *) node;
struct MarioBodyState *bodyState = &gBodyStates[asGenerated->parameter];
s32 action = bodyState->action;
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if (callContext == GEO_CONTEXT_RENDER) {
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struct GraphNodeRotation *rotNode = (struct GraphNodeRotation *) node->next;
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struct Camera *camera = gCurGraphNodeCamera->config.camera;
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if (camera->mode == CAMERA_MODE_C_UP) {
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rotNode->rotation[0] = gPlayerCameraState->headRotation[1];
rotNode->rotation[2] = gPlayerCameraState->headRotation[0];
} else if (action & ACT_FLAG_WATER_OR_TEXT) {
rotNode->rotation[0] = bodyState->headAngle[1];
rotNode->rotation[1] = bodyState->headAngle[2];
rotNode->rotation[2] = bodyState->headAngle[0];
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} else {
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vec3s_set(bodyState->headAngle, 0, 0, 0);
vec3s_set(rotNode->rotation, 0, 0, 0);
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}
}
return NULL;
}
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/**
* Switch between hand models.
* Possible options are described in the MarioHandGSCId enum.
*/
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Gfx *geo_switch_mario_hand(s32 callContext, struct GraphNode *node, UNUSED Mat4 *c) {
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struct GraphNodeSwitchCase *switchCase = (struct GraphNodeSwitchCase *) node;
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struct MarioBodyState *bodyState = &gBodyStates[0];
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if (callContext == GEO_CONTEXT_RENDER) {
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if (bodyState->handState == MARIO_HAND_FISTS) {
// switch between fists (0) and open (1)
switchCase->selectedCase = ((bodyState->action & ACT_FLAG_SWIMMING_OR_FLYING) != 0);
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} else {
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if (switchCase->numCases == 0) {
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switchCase->selectedCase =
(bodyState->handState < 5) ? bodyState->handState : MARIO_HAND_OPEN;
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} else {
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switchCase->selectedCase =
(bodyState->handState < 2) ? bodyState->handState : MARIO_HAND_FISTS;
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}
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}
}
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return NULL;
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}
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/**
* Increase Mario's hand / foot size when he punches / kicks.
* Since animation geo nodes only support rotation, this scaling animation
* was scripted separately. The node with this script should be placed before
* a scaling node containing the hand / foot geo layout.
* ! Since the animation gets updated in GEO_CONTEXT_RENDER, drawing Mario multiple times
* (such as in the mirror room) results in a faster and desynced punch / kick animation.
*/
Gfx *geo_mario_hand_foot_scaler(s32 callContext, struct GraphNode *node, UNUSED Mat4 *c) {
static s16 sMarioAttackAnimCounter = 0;
struct GraphNodeGenerated *asGenerated = (struct GraphNodeGenerated *) node;
struct GraphNodeScale *scaleNode = (struct GraphNodeScale *) node->next;
struct MarioBodyState *bodyState = &gBodyStates[0];
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if (callContext == GEO_CONTEXT_RENDER) {
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scaleNode->scale = 1.0f;
if (asGenerated->parameter == bodyState->punchState >> 6) {
if (sMarioAttackAnimCounter != gAreaUpdateCounter && (bodyState->punchState & 0x3F) > 0) {
bodyState->punchState -= 1;
sMarioAttackAnimCounter = gAreaUpdateCounter;
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}
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scaleNode->scale =
gMarioAttackScaleAnimation[asGenerated->parameter * 6 + (bodyState->punchState & 0x3F)]
/ 10.0f;
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}
}
return NULL;
}
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/**
* Switch between normal cap, wing cap, vanish cap and metal cap.
*/
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Gfx *geo_switch_mario_cap_effect(s32 callContext, struct GraphNode *node, UNUSED Mat4 *c) {
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struct GraphNodeSwitchCase *switchCase = (struct GraphNodeSwitchCase *) node;
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struct MarioBodyState *bodyState = &gBodyStates[switchCase->numCases];
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if (callContext == GEO_CONTEXT_RENDER) {
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switchCase->selectedCase = bodyState->modelState >> 8;
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}
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return NULL;
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}
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/**
* Determine whether Mario's head is drawn with or without a cap on.
* Also sets the visibility of the wing cap wings on or off.
*/
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Gfx *geo_switch_mario_cap_on_off(s32 callContext, struct GraphNode *node, UNUSED Mat4 *c) {
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struct GraphNode *next = node->next;
struct GraphNodeSwitchCase *switchCase = (struct GraphNodeSwitchCase *) node;
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struct MarioBodyState *bodyState = &gBodyStates[switchCase->numCases];
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if (callContext == GEO_CONTEXT_RENDER) {
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switchCase->selectedCase = bodyState->capState & 1;
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while (next != node) {
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if (next->type == GRAPH_NODE_TYPE_TRANSLATION_ROTATION) {
if (bodyState->capState & 2) {
next->flags |= GRAPH_RENDER_ACTIVE;
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} else {
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next->flags &= ~GRAPH_RENDER_ACTIVE;
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}
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}
next = next->next;
}
}
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return NULL;
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}
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/**
* Geo node script that makes the wings on Mario's wing cap flap.
* Should be placed before a rotation node.
*/
Gfx *geo_mario_rotate_wing_cap_wings(s32 callContext, struct GraphNode *node, UNUSED Mat4 *c) {
s16 rotX;
struct GraphNodeGenerated *asGenerated = (struct GraphNodeGenerated *) node;
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if (callContext == GEO_CONTEXT_RENDER) {
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struct GraphNodeRotation *rotNode = (struct GraphNodeRotation *) node->next;
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if (gBodyStates[asGenerated->parameter >> 1].wingFlutter == FALSE) {
rotX = (coss((gAreaUpdateCounter & 0xF) << 12) + 1.0f) * 4096.0f;
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} else {
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rotX = (coss((gAreaUpdateCounter & 7) << 13) + 1.0f) * 6144.0f;
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}
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if (!(asGenerated->parameter & 1)) {
rotNode->rotation[0] = -rotX;
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} else {
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rotNode->rotation[0] = rotX;
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}
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}
return NULL;
}
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/**
* Geo node that updates the held object node and the HOLP.
*/
Gfx *geo_switch_mario_hand_grab_pos(s32 callContext, struct GraphNode *b, Mat4 *mtx) {
struct GraphNodeHeldObject *asHeldObj = (struct GraphNodeHeldObject *) b;
Mat4 *curTransform = mtx;
struct MarioState *marioState = &gMarioStates[asHeldObj->playerIndex];
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if (callContext == GEO_CONTEXT_RENDER) {
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asHeldObj->objNode = NULL;
if (marioState->heldObj != NULL) {
asHeldObj->objNode = marioState->heldObj;
switch (marioState->marioBodyState->grabPos) {
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case GRAB_POS_LIGHT_OBJ:
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if (marioState->action & ACT_FLAG_THROWING) {
vec3s_set(asHeldObj->translation, 50, 0, 0);
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} else {
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vec3s_set(asHeldObj->translation, 50, 0, 110);
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}
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break;
case GRAB_POS_HEAVY_OBJ:
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vec3s_set(asHeldObj->translation, 145, -173, 180);
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break;
case GRAB_POS_BOWSER:
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vec3s_set(asHeldObj->translation, 80, -270, 1260);
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break;
}
}
} else if (callContext == GEO_CONTEXT_HELD_OBJ) {
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// ! The HOLP is set here, which is why it only updates when the held object is drawn.
// This is why it won't update during a pause buffered hitstun or when the camera is very far
// away.
get_pos_from_transform_mtx(marioState->marioBodyState->heldObjLastPosition, *curTransform,
gCurGraphNodeCamera->matrixPtr);
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}
return NULL;
}
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// X position of the mirror
#define MIRROR_X 4331.53
/**
* Geo node that creates a clone of Mario's geo node and updates it to becomes
* a mirror image of the player.
*/
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Gfx *geo_render_mirror_mario(s32 callContext, struct GraphNode *node, UNUSED Mat4 *c) {
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f32 mirroredX;
struct Object *mario = gMarioStates->marioObj;
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switch (callContext) {
case GEO_CONTEXT_CREATE:
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init_graph_node_object(NULL, &gMirrorMario, NULL, gVec3fZero, gVec3sZero, gVec3fOne);
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break;
case GEO_CONTEXT_AREA_LOAD:
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geo_add_child(node, &gMirrorMario.node);
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break;
case GEO_CONTEXT_AREA_UNLOAD:
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geo_remove_child(&gMirrorMario.node);
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break;
case GEO_CONTEXT_RENDER:
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if (mario->header.gfx.pos[0] > 1700.0f) {
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// TODO: Is this a geo layout copy or a graph node copy?
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gMirrorMario.sharedChild = mario->header.gfx.sharedChild;
gMirrorMario.unk18 = mario->header.gfx.unk18;
vec3s_copy(gMirrorMario.angle, mario->header.gfx.angle);
vec3f_copy(gMirrorMario.pos, mario->header.gfx.pos);
vec3f_copy(gMirrorMario.scale, mario->header.gfx.scale);
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// FIXME: why does this set unk38, an inline struct, to a ptr to another one? wrong
// GraphNode types again?
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gMirrorMario.unk38 = *(struct GraphNodeObject_sub *) &mario->header.gfx.unk38.animID;
mirroredX = MIRROR_X - gMirrorMario.pos[0];
gMirrorMario.pos[0] = mirroredX + MIRROR_X;
gMirrorMario.angle[1] = -gMirrorMario.angle[1];
gMirrorMario.scale[0] *= -1.0f;
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// FIXME: Why doesn't this match?
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// gMirrorMario.node.flags |= 1;
((s16 *) &gMirrorMario)[1] |= 1;
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} else {
// FIXME: Why doesn't this match?
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// gMirrorMario.node.flags &= ~1;
((s16 *) &gMirrorMario)[1] &= ~1;
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}
break;
}
return NULL;
}
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/**
* Since Mirror Mario has an x scale of -1, the mesh becomes inside out.
* This node corrects that by changing the culling mode accordingly.
*/
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Gfx *geo_mirror_mario_backface_culling(s32 callContext, struct GraphNode *node, UNUSED Mat4 *c) {
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struct GraphNodeGenerated *asGenerated = (struct GraphNodeGenerated *) node;
Gfx *gfx = NULL;
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if (callContext == GEO_CONTEXT_RENDER && gCurGraphNodeObject == &gMirrorMario) {
gfx = alloc_display_list(3 * sizeof(*gfx));
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if (asGenerated->parameter == 0) {
gSPClearGeometryMode(&gfx[0], G_CULL_BACK);
gSPSetGeometryMode(&gfx[1], G_CULL_FRONT);
gSPEndDisplayList(&gfx[2]);
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} else {
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gSPClearGeometryMode(&gfx[0], G_CULL_FRONT);
gSPSetGeometryMode(&gfx[1], G_CULL_BACK);
gSPEndDisplayList(&gfx[2]);
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}
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asGenerated->fnNode.node.flags = (asGenerated->fnNode.node.flags & 0xFF) | (LAYER_OPAQUE << 8);
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}
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return gfx;
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}