// breakable_box.c.inc void bhv_breakable_box_loop(void) { obj_set_hitbox(o, &sBreakableBoxHitbox); cur_obj_set_model(MODEL_BREAKABLE_BOX_SMALL); if (o->oTimer == 0) breakable_box_init(); if (cur_obj_was_attacked_or_ground_pounded() != 0) { obj_explode_and_spawn_coins(46.0f, 1); create_sound_spawner(SOUND_GENERAL_BREAK_BOX); } }