#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 "make_const_nonconst.h" #include "levels/sa/header.h" static const LevelScript script_func_local_1[] = { OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -1000, 0, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvLargeFishGroup), OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -1000, 0, /*angle*/ 0, 0, 0, /*behParam*/ 0x00020000, /*beh*/ bhvLargeFishGroup), RETURN(), }; static const LevelScript script_func_local_2[] = { OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -4250, 0, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvHiddenRedCoinStar), RETURN(), }; const LevelScript level_sa_entry[] = { INIT_LEVEL(), LOAD_MIO0( /*seg*/ 0x07, _sa_segment_7SegmentRomStart, _sa_segment_7SegmentRomEnd), LOAD_MIO0_TEXTURE(/*seg*/ 0x09, _inside_mio0SegmentRomStart, _inside_mio0SegmentRomEnd), LOAD_MIO0( /*seg*/ 0x0A, _cloud_floor_skybox_mio0SegmentRomStart, _cloud_floor_skybox_mio0SegmentRomEnd), LOAD_MIO0( /*seg*/ 0x0B, _effect_mio0SegmentRomStart, _effect_mio0SegmentRomEnd), LOAD_MIO0( /*seg*/ 0x05, _group4_mio0SegmentRomStart, _group4_mio0SegmentRomEnd), LOAD_RAW( /*seg*/ 0x0C, _group4_geoSegmentRomStart, _group4_geoSegmentRomEnd), LOAD_MIO0( /*seg*/ 0x06, _group13_mio0SegmentRomStart, _group13_mio0SegmentRomEnd), LOAD_RAW( /*seg*/ 0x0D, _group13_geoSegmentRomStart, _group13_geoSegmentRomEnd), ALLOC_LEVEL_POOL(), MARIO(/*model*/ MODEL_MARIO, /*behParam*/ 0x00000001, /*beh*/ bhvMario), JUMP_LINK(script_func_global_5), JUMP_LINK(script_func_global_14), AREA(/*index*/ 1, sa_geo_000170), OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -1535, 0, /*angle*/ 0, 90, 0, /*behParam*/ 0x000A0000, /*beh*/ bhvWarps94), WARP_NODE(/*id*/ 0x0A, /*destLevel*/ LEVEL_SA, /*destArea*/ 0x01, /*destNode*/ 0x0A, /*flags*/ WARP_NO_CHECKPOINT), WARP_NODE(/*id*/ 0xF0, /*destLevel*/ LEVEL_CASTLE, /*destArea*/ 0x01, /*destNode*/ 0x27, /*flags*/ WARP_NO_CHECKPOINT), WARP_NODE(/*id*/ 0xF1, /*destLevel*/ LEVEL_CASTLE, /*destArea*/ 0x01, /*destNode*/ 0x28, /*flags*/ WARP_NO_CHECKPOINT), JUMP_LINK(script_func_local_1), JUMP_LINK(script_func_local_2), TERRAIN(/*terrainData*/ sa_seg7_collision), MACRO_OBJECTS(/*objList*/ sa_seg7_macro_objs), SET_BACKGROUND_MUSIC(/*settingsPreset*/ 0x0003, /*seq*/ (SEQ_LEVEL_WATER | SEQ_VARIATION)), TERRAIN_TYPE(/*terrainType*/ TERRAIN_WATER), END_AREA(), FREE_LEVEL_POOL(), MARIO_POS(/*area*/ 1, /*yaw*/ 90, /*pos*/ 0, -1535, 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(), };