#include #include "sm64.h" #include "behavior_data.h" #include "model_ids.h" #include "seq_ids.h" #include "segment_symbols.h" #include "level_commands.h" #include "game/level_update.h" #include "levels/scripts.h" #include "actors/common1.h" #include "actors/group12.h" #include "make_const_nonconst.h" #include "levels/bowser_1/header.h" const LevelScript level_bowser_1_entry[] = { INIT_LEVEL(), LOAD_MIO0(/*seg*/ 0x07, _bowser_1_segment_7SegmentRomStart, _bowser_1_segment_7SegmentRomEnd), LOAD_MIO0(/*seg*/ 0x0A, _bidw_skybox_mio0SegmentRomStart, _bidw_skybox_mio0SegmentRomEnd), LOAD_MIO0(/*seg*/ 0x06, _group12_mio0SegmentRomStart, _group12_mio0SegmentRomEnd), LOAD_RAW( /*seg*/ 0x0D, _group12_geoSegmentRomStart, _group12_geoSegmentRomEnd), ALLOC_LEVEL_POOL(), MARIO(/*model*/ MODEL_MARIO, /*behParam*/ 0x00000001, /*beh*/ bhvMario), JUMP_LINK(script_func_global_13), LOAD_MODEL_FROM_GEO(MODEL_LEVEL_GEOMETRY_03, bowser_1_yellow_sphere_geo), AREA(/*index*/ 1, bowser_1_geo_0000D0), OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 1307, 0, /*angle*/ 0, 180, 0, /*behParam*/ 0x000A0000, /*beh*/ bhvWarps6C), WARP_NODE(/*id*/ 0x0A, /*destLevel*/ LEVEL_BOWSER_1, /*destArea*/ 0x01, /*destNode*/ 0x0A, /*flags*/ WARP_NO_CHECKPOINT), WARP_NODE(/*id*/ 0xF0, /*destLevel*/ LEVEL_CASTLE, /*destArea*/ 0x01, /*destNode*/ 0x24, /*flags*/ WARP_NO_CHECKPOINT), WARP_NODE(/*id*/ 0xF1, /*destLevel*/ LEVEL_BITDW, /*destArea*/ 0x01, /*destNode*/ 0x0C, /*flags*/ WARP_NO_CHECKPOINT), TERRAIN(/*terrainData*/ bowser_1_seg7_collision_level), SET_BACKGROUND_MUSIC(/*settingsPreset*/ 0x0002, /*seq*/ SEQ_LEVEL_BOSS_KOOPA), TERRAIN_TYPE(/*terrainType*/ TERRAIN_STONE), END_AREA(), FREE_LEVEL_POOL(), MARIO_POS(/*area*/ 1, /*yaw*/ 180, /*pos*/ 0, 307, 0), CALL(/*arg*/ 0, /*func*/ lvl_init_or_update), CALL_LOOP(/*arg*/ 1, /*func*/ lvl_init_or_update), CLEAR_LEVEL(), SLEEP_BEFORE_EXIT(/*frames*/ 1), EXIT(), };