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

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// boulder.c.inc
void bhv_big_boulder_init(void) {
o->oHomeX = o->oPosX;
o->oHomeY = o->oPosY;
o->oHomeZ = o->oPosZ;
o->oGravity = 8.0f;
o->oFriction = 0.999f;
o->oBuoyancy = 2.0f;
}
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void boulder_act_1(void) {
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s16 sp1E;
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sp1E = object_step_without_floor_orient();
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if ((sp1E & 0x09) == 0x01 && o->oVelY > 10.0f) {
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cur_obj_play_sound_2(SOUND_GENERAL_GRINDEL_ROLL);
spawn_mist_particles();
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}
if (o->oForwardVel > 70.0)
o->oForwardVel = 70.0f;
if (o->oPosY < -1000.0f)
o->activeFlags = 0;
}
void bhv_big_boulder_loop(void) {
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cur_obj_scale(1.5f);
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o->oGraphYOffset = 270.0f;
switch (o->oAction) {
case 0:
o->oForwardVel = 40.0f;
o->oAction = 1;
break;
case 1:
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boulder_act_1();
adjust_rolling_face_pitch(1.5f);
cur_obj_play_sound_1(SOUND_ENV_UNKNOWN2);
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break;
}
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set_rolling_sphere_hitbox();
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}
void bhv_big_boulder_generator_loop(void) {
struct Object *sp1C;
if (o->oTimer >= 256) {
o->oTimer = 0;
}
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if (!current_mario_room_check(4) || is_point_within_radius_of_mario(o->oPosX, o->oPosY, o->oPosZ, 1500))
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return;
if (is_point_within_radius_of_mario(o->oPosX, o->oPosY, o->oPosZ, 6000)) {
if ((o->oTimer & 0x3F) == 0) {
sp1C = spawn_object(o, MODEL_HMC_ROLLING_ROCK, bhvBigBoulder);
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sp1C->oMoveAngleYaw = random_float() * 4096.0f;
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}
} else {
if ((o->oTimer & 0x7F) == 0) {
sp1C = spawn_object(o, MODEL_HMC_ROLLING_ROCK, bhvBigBoulder);
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sp1C->oMoveAngleYaw = random_float() * 4096.0f;
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}
}
}