// lll_floating_wood_piece.c.inc void bhv_lll_wood_piece_loop(void) { if (o->oTimer == 0) o->oPosY -= 100.0f; o->oPosY += sins(o->oLllWoodPieceUnkF4) * 3.0f; o->oLllWoodPieceUnkF4 += 0x400; if (o->parentObj->oAction == 2) obj_mark_for_deletion(o); } void bhv_lll_floating_wood_bridge_loop(void) { struct Object *sp3C; s32 i; switch (o->oAction) { case 0: if (o->oDistanceToMario < 2500.0f) { for (i = 1; i < 4; i++) { sp3C = spawn_object_relative(0, (i - 2) * 300, 0, 0, o, MODEL_LLL_WOOD_BRIDGE, bhvLllWoodPiece); sp3C->oLllWoodPieceUnkF4 = i * 4096; } o->oAction = 1; } break; case 1: if (o->oDistanceToMario > 2600.0f) o->oAction = 2; break; case 2: o->oAction = 0; break; } }