// capswitch.c.inc void cap_switch_act_0(void) { o->oAnimState = o->oBehParams2ndByte; cur_obj_scale(0.5f); 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; } void cap_switch_act_1(void) { if (cur_obj_is_mario_on_platform()) { save_file_set_flags(D_8032F0C0[o->oBehParams2ndByte]); o->oAction = 2; cur_obj_play_sound_2(SOUND_GENERAL_ACTIVATE_CAP_SWITCH); } } void cap_switch_act_2(void) { s32 sp1C; if (o->oTimer < 5) { cur_obj_scale_over_time(2, 4, 0.5f, 0.1f); if (o->oTimer == 4) { cur_obj_shake_screen(SHAKE_POS_SMALL); spawn_mist_particles(); spawn_triangle_break_particles(60, 139, 0.3f, o->oBehParams2ndByte); } } else { sp1C = cur_obj_update_dialog_with_cutscene(1, 0x0C, CUTSCENE_CAP_SWITCH_PRESS, 0); if (sp1C) o->oAction = 3; } } void cap_switch_act_3() { } // dead function void (*sCapSwitchActions[])(void) = { cap_switch_act_0, cap_switch_act_1, cap_switch_act_2, cap_switch_act_3 }; void bhv_cap_switch_loop(void) { cur_obj_call_action_function(sCapSwitchActions); }