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

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// capswitch.c.inc
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void cap_switch_act_0(void) {
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o->oAnimState = o->oBehParams2ndByte;
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cur_obj_scale(0.5f);
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o->oPosY += 71.0f;
spawn_object_relative_with_scale(0, 0, -71, 0, 0.5f, o, MODEL_CAP_SWITCH_BASE, bhvCapSwitchBase);
if (gCurrLevelNum != LEVEL_UNKNOWN_32) {
if (save_file_get_flags() & D_8032F0C0[o->oBehParams2ndByte]) {
o->oAction = 3;
o->header.gfx.scale[1] = 0.1f;
} else
o->oAction = 1;
} else
o->oAction = 1;
}
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void cap_switch_act_1(void) {
if (cur_obj_is_mario_on_platform()) {
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save_file_set_flags(D_8032F0C0[o->oBehParams2ndByte]);
o->oAction = 2;
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cur_obj_play_sound_2(SOUND_GENERAL_ACTIVATE_CAP_SWITCH);
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}
}
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void cap_switch_act_2(void) {
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s32 sp1C;
if (o->oTimer < 5) {
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cur_obj_scale_over_time(2, 4, 0.5f, 0.1f);
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if (o->oTimer == 4) {
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cur_obj_shake_screen(SHAKE_POS_SMALL);
spawn_mist_particles();
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spawn_triangle_break_particles(60, 139, 0.3f, o->oBehParams2ndByte);
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#ifdef VERSION_SH
queue_rumble_data(5, 80);
#endif
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}
} else {
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sp1C = cur_obj_update_dialog_with_cutscene(1, 0x0C, CUTSCENE_CAP_SWITCH_PRESS, 0);
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if (sp1C)
o->oAction = 3;
}
}
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void cap_switch_act_3() {
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} // dead function
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void (*sCapSwitchActions[])(void) = { cap_switch_act_0, cap_switch_act_1,
cap_switch_act_2, cap_switch_act_3 };
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void bhv_cap_switch_loop(void) {
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cur_obj_call_action_function(sCapSwitchActions);
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}