sm64pc/include/sm64.h
2020-04-03 14:57:26 -04:00

434 lines
35 KiB
C

#ifndef _SM64_H_
#define _SM64_H_
// Global header for Super Mario 64
#include "types.h"
#include "config.h"
#include "object_fields.h"
#include "object_constants.h"
#include "audio_defines.h"
#include "model_ids.h"
#include "mario_animation_ids.h"
#include "mario_geo_switch_case_ids.h"
#include "surface_terrains.h"
#include "macros.h"
// Crash handler enhancement
#ifdef CRASH_SCREEN_INCLUDED
#define DEBUG_ASSERT(exp) do { if (!(exp)) _n64_assert(__FILE__, __LINE__, #exp, 1); } while (0)
#else
#define DEBUG_ASSERT(exp)
#endif
// Pointer casting is technically UB, and avoiding it gets rid of endian issues
// as well as a nice side effect.
#ifdef AVOID_UB
#define GET_HIGH_U16_OF_32(var) ((u16)((var) >> 16))
#define GET_HIGH_S16_OF_32(var) ((s16)((var) >> 16))
#define GET_LOW_U16_OF_32(var) ((u16)((var) & 0xFFFF))
#define GET_LOW_S16_OF_32(var) ((s16)((var) & 0xFFFF))
#define SET_HIGH_U16_OF_32(var, x) ((var) = ((var) & 0xFFFF) | ((x) << 16))
#define SET_HIGH_S16_OF_32(var, x) ((var) = ((var) & 0xFFFF) | ((x) << 16))
#else
#define GET_HIGH_U16_OF_32(var) (((u16 *)&(var))[0])
#define GET_HIGH_S16_OF_32(var) (((s16 *)&(var))[0])
#define GET_LOW_U16_OF_32(var) (((u16 *)&(var))[1])
#define GET_LOW_S16_OF_32(var) (((s16 *)&(var))[1])
#define SET_HIGH_U16_OF_32(var, x) ((((u16 *)&(var))[0]) = (x))
#define SET_HIGH_S16_OF_32(var, x) ((((s16 *)&(var))[0]) = (x))
#endif
// Layers
#define LAYER_FORCE 0
#define LAYER_OPAQUE 1
#define LAYER_OPAQUE_DECAL 2
#define LAYER_OPAQUE_INTER 3
#define LAYER_ALPHA 4
#define LAYER_TRANSPARENT 5
#define LAYER_TRANSPARENT_DECAL 6
#define LAYER_TRANSPARENT_INTER 7
#define INPUT_NONZERO_ANALOG 0x0001
#define INPUT_A_PRESSED 0x0002
#define INPUT_OFF_FLOOR 0x0004
#define INPUT_ABOVE_SLIDE 0x0008
#define INPUT_FIRST_PERSON 0x0010
#define INPUT_UNKNOWN_5 0x0020
#define INPUT_SQUISHED 0x0040
#define INPUT_A_DOWN 0x0080
#define INPUT_IN_POISON_GAS 0x0100
#define INPUT_IN_WATER 0x0200
#define INPUT_UNKNOWN_10 0x0400
#define INPUT_INTERACT_OBJ_GRABBABLE 0x0800
#define INPUT_UNKNOWN_12 0x1000
#define INPUT_B_PRESSED 0x2000
#define INPUT_Z_DOWN 0x4000
#define INPUT_Z_PRESSED 0x8000
#define GROUND_STEP_LEFT_GROUND 0
#define GROUND_STEP_NONE 1
#define GROUND_STEP_HIT_WALL 2
#define GROUND_STEP_HIT_WALL_STOP_QSTEPS 2
#define GROUND_STEP_HIT_WALL_CONTINUE_QSTEPS 3
#define AIR_STEP_CHECK_LEDGE_GRAB 0x00000001
#define AIR_STEP_CHECK_HANG 0x00000002
#define AIR_STEP_NONE 0
#define AIR_STEP_LANDED 1
#define AIR_STEP_HIT_WALL 2
#define AIR_STEP_GRABBED_LEDGE 3
#define AIR_STEP_GRABBED_CEILING 4
#define AIR_STEP_HIT_LAVA_WALL 6
#define WATER_STEP_NONE 0
#define WATER_STEP_HIT_FLOOR 1
#define WATER_STEP_HIT_CEILING 2
#define WATER_STEP_CANCELLED 3
#define WATER_STEP_HIT_WALL 4
#define PARTICLE_DUST /* 0x00000001 */ (1 << 0)
#define PARTICLE_VERTICAL_STAR /* 0x00000002 */ (1 << 1)
#define PARTICLE_2 /* 0x00000004 */ (1 << 2)
#define PARTICLE_SPARKLES /* 0x00000008 */ (1 << 3)
#define PARTICLE_HORIZONTAL_STAR /* 0x00000010 */ (1 << 4)
#define PARTICLE_BUBBLE /* 0x00000020 */ (1 << 5)
#define PARTICLE_WATER_SPLASH /* 0x00000040 */ (1 << 6)
#define PARTICLE_IDLE_WATER_WAVE /* 0x00000080 */ (1 << 7)
#define PARTICLE_SHALLOW_WATER_WAVE /* 0x00000100 */ (1 << 8)
#define PARTICLE_PLUNGE_BUBBLE /* 0x00000200 */ (1 << 9)
#define PARTICLE_WAVE_TRAIL /* 0x00000400 */ (1 << 10)
#define PARTICLE_FIRE /* 0x00000800 */ (1 << 11)
#define PARTICLE_SHALLOW_WATER_SPLASH /* 0x00001000 */ (1 << 12)
#define PARTICLE_LEAF /* 0x00002000 */ (1 << 13)
#define PARTICLE_SNOW /* 0x00004000 */ (1 << 14)
#define PARTICLE_DIRT /* 0x00008000 */ (1 << 15)
#define PARTICLE_MIST_CIRCLE /* 0x00010000 */ (1 << 16)
#define PARTICLE_BREATH /* 0x00020000 */ (1 << 17)
#define PARTICLE_TRIANGLE /* 0x00040000 */ (1 << 18)
#define PARTICLE_19 /* 0x00080000 */ (1 << 19)
#define MODEL_STATE_NOISE_ALPHA 0x180
#define MODEL_STATE_METAL 0x200
#define MARIO_NORMAL_CAP 0x00000001
#define MARIO_VANISH_CAP 0x00000002
#define MARIO_METAL_CAP 0x00000004
#define MARIO_WING_CAP 0x00000008
#define MARIO_CAP_ON_HEAD 0x00000010
#define MARIO_CAP_IN_HAND 0x00000020
#define MARIO_METAL_SHOCK 0x00000040
#define MARIO_TELEPORTING 0x00000080
#define MARIO_UNKNOWN_08 0x00000100
#define MARIO_UNKNOWN_13 0x00002000
#define MARIO_ACTION_SOUND_PLAYED 0x00010000
#define MARIO_MARIO_SOUND_PLAYED 0x00020000
#define MARIO_UNKNOWN_18 0x00040000
#define MARIO_PUNCHING 0x00100000
#define MARIO_KICKING 0x00200000
#define MARIO_TRIPPING 0x00400000
#define MARIO_UNKNOWN_25 0x02000000
#define MARIO_UNKNOWN_30 0x40000000
#define MARIO_UNKNOWN_31 0x80000000
#define MARIO_CAP_FLAGS 0x0000001F
#define ACT_ID_MASK 0x000001FF
#define ACT_GROUP_MASK 0x000001C0
#define ACT_GROUP_STATIONARY /* 0x00000000 */ (0 << 6)
#define ACT_GROUP_MOVING /* 0x00000040 */ (1 << 6)
#define ACT_GROUP_AIRBORNE /* 0x00000080 */ (2 << 6)
#define ACT_GROUP_SUBMERGED /* 0x000000C0 */ (3 << 6)
#define ACT_GROUP_CUTSCENE /* 0x00000100 */ (4 << 6)
#define ACT_GROUP_AUTOMATIC /* 0x00000140 */ (5 << 6)
#define ACT_GROUP_OBJECT /* 0x00000180 */ (6 << 6)
#define ACT_FLAG_STATIONARY /* 0x00000200 */ (1 << 9)
#define ACT_FLAG_MOVING /* 0x00000400 */ (1 << 10)
#define ACT_FLAG_AIR /* 0x00000800 */ (1 << 11)
#define ACT_FLAG_INTANGIBLE /* 0x00001000 */ (1 << 12)
#define ACT_FLAG_SWIMMING /* 0x00002000 */ (1 << 13)
#define ACT_FLAG_METAL_WATER /* 0x00004000 */ (1 << 14)
#define ACT_FLAG_SHORT_HITBOX /* 0x00008000 */ (1 << 15)
#define ACT_FLAG_RIDING_SHELL /* 0x00010000 */ (1 << 16)
#define ACT_FLAG_INVULNERABLE /* 0x00020000 */ (1 << 17)
#define ACT_FLAG_BUTT_OR_STOMACH_SLIDE /* 0x00040000 */ (1 << 18)
#define ACT_FLAG_DIVING /* 0x00080000 */ (1 << 19)
#define ACT_FLAG_ON_POLE /* 0x00100000 */ (1 << 20)
#define ACT_FLAG_HANGING /* 0x00200000 */ (1 << 21)
#define ACT_FLAG_IDLE /* 0x00400000 */ (1 << 22)
#define ACT_FLAG_ATTACKING /* 0x00800000 */ (1 << 23)
#define ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION /* 0x01000000 */ (1 << 24)
#define ACT_FLAG_CONTROL_JUMP_HEIGHT /* 0x02000000 */ (1 << 25)
#define ACT_FLAG_ALLOW_FIRST_PERSON /* 0x04000000 */ (1 << 26)
#define ACT_FLAG_PAUSE_EXIT /* 0x08000000 */ (1 << 27)
#define ACT_FLAG_SWIMMING_OR_FLYING /* 0x10000000 */ (1 << 28)
#define ACT_FLAG_WATER_OR_TEXT /* 0x20000000 */ (1 << 29)
#define ACT_FLAG_THROWING /* 0x80000000 */ (1 << 31)
#define ACT_UNINITIALIZED 0x00000000 // (0x000)
// group 0x000: stationary actions
#define ACT_IDLE 0x0C400201 // (0x001 | ACT_FLAG_STATIONARY | ACT_FLAG_IDLE | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_START_SLEEPING 0x0C400202 // (0x002 | ACT_FLAG_STATIONARY | ACT_FLAG_IDLE | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_SLEEPING 0x0C000203 // (0x003 | ACT_FLAG_STATIONARY | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_WAKING_UP 0x0C000204 // (0x004 | ACT_FLAG_STATIONARY | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_PANTING 0x0C400205 // (0x005 | ACT_FLAG_STATIONARY | ACT_FLAG_IDLE | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_HOLD_PANTING_UNUSED 0x08000206 // (0x006 | ACT_FLAG_STATIONARY | ACT_FLAG_PAUSE_EXIT)
#define ACT_HOLD_IDLE 0x08000207 // (0x007 | ACT_FLAG_STATIONARY | ACT_FLAG_PAUSE_EXIT)
#define ACT_HOLD_HEAVY_IDLE 0x08000208 // (0x008 | ACT_FLAG_STATIONARY | ACT_FLAG_PAUSE_EXIT)
#define ACT_STANDING_AGAINST_WALL 0x0C400209 // (0x009 | ACT_FLAG_STATIONARY | ACT_FLAG_IDLE | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_COUGHING 0x0C40020A // (0x00A | ACT_FLAG_STATIONARY | ACT_FLAG_IDLE | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_SHIVERING 0x0C40020B // (0x00B | ACT_FLAG_STATIONARY | ACT_FLAG_IDLE | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_IN_QUICKSAND 0x0002020D // (0x00D | ACT_FLAG_STATIONARY | ACT_FLAG_INVULNERABLE)
#define ACT_CROUCHING 0x0C008220 // (0x020 | ACT_FLAG_STATIONARY | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_START_CROUCHING 0x0C008221 // (0x021 | ACT_FLAG_STATIONARY | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_STOP_CROUCHING 0x0C008222 // (0x022 | ACT_FLAG_STATIONARY | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_START_CRAWLING 0x0C008223 // (0x023 | ACT_FLAG_STATIONARY | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_STOP_CRAWLING 0x0C008224 // (0x024 | ACT_FLAG_STATIONARY | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_SLIDE_KICK_SLIDE_STOP 0x08000225 // (0x025 | ACT_FLAG_STATIONARY | ACT_FLAG_PAUSE_EXIT)
#define ACT_SHOCKWAVE_BOUNCE 0x00020226 // (0x026 | ACT_FLAG_STATIONARY | ACT_FLAG_INVULNERABLE)
#define ACT_FIRST_PERSON 0x0C000227 // (0x027 | ACT_FLAG_STATIONARY | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_BACKFLIP_LAND_STOP 0x0800022F // (0x02F | ACT_FLAG_STATIONARY | ACT_FLAG_PAUSE_EXIT)
#define ACT_JUMP_LAND_STOP 0x0C000230 // (0x030 | ACT_FLAG_STATIONARY | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_DOUBLE_JUMP_LAND_STOP 0x0C000231 // (0x031 | ACT_FLAG_STATIONARY | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_FREEFALL_LAND_STOP 0x0C000232 // (0x032 | ACT_FLAG_STATIONARY | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_SIDE_FLIP_LAND_STOP 0x0C000233 // (0x033 | ACT_FLAG_STATIONARY | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_HOLD_JUMP_LAND_STOP 0x08000234 // (0x034 | ACT_FLAG_STATIONARY | ACT_FLAG_PAUSE_EXIT)
#define ACT_HOLD_FREEFALL_LAND_STOP 0x08000235 // (0x035 | ACT_FLAG_STATIONARY | ACT_FLAG_PAUSE_EXIT)
#define ACT_AIR_THROW_LAND 0x80000A36 // (0x036 | ACT_FLAG_STATIONARY | ACT_FLAG_AIR | ACT_FLAG_THROWING)
#define ACT_TWIRL_LAND 0x18800238 // (0x038 | ACT_FLAG_STATIONARY | ACT_FLAG_ATTACKING | ACT_FLAG_PAUSE_EXIT | ACT_FLAG_SWIMMING_OR_FLYING)
#define ACT_LAVA_BOOST_LAND 0x08000239 // (0x039 | ACT_FLAG_STATIONARY | ACT_FLAG_PAUSE_EXIT)
#define ACT_TRIPLE_JUMP_LAND_STOP 0x0800023A // (0x03A | ACT_FLAG_STATIONARY | ACT_FLAG_PAUSE_EXIT)
#define ACT_LONG_JUMP_LAND_STOP 0x0800023B // (0x03B | ACT_FLAG_STATIONARY | ACT_FLAG_PAUSE_EXIT)
#define ACT_GROUND_POUND_LAND 0x0080023C // (0x03C | ACT_FLAG_STATIONARY | ACT_FLAG_ATTACKING)
#define ACT_BRAKING_STOP 0x0C00023D // (0x03D | ACT_FLAG_STATIONARY | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_BUTT_SLIDE_STOP 0x0C00023E // (0x03E | ACT_FLAG_STATIONARY | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
#define ACT_HOLD_BUTT_SLIDE_STOP 0x0800043F // (0x03F | ACT_FLAG_MOVING | ACT_FLAG_PAUSE_EXIT)
// group 0x040: moving (ground) actions
#define ACT_WALKING 0x04000440 // (0x040 | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_FIRST_PERSON)
#define ACT_HOLD_WALKING 0x00000442 // (0x042 | ACT_FLAG_MOVING)
#define ACT_TURNING_AROUND 0x00000443 // (0x043 | ACT_FLAG_MOVING)
#define ACT_FINISH_TURNING_AROUND 0x00000444 // (0x044 | ACT_FLAG_MOVING)
#define ACT_BRAKING 0x04000445 // (0x045 | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_FIRST_PERSON)
#define ACT_RIDING_SHELL_GROUND 0x20810446 // (0x046 | ACT_FLAG_MOVING | ACT_FLAG_RIDING_SHELL | ACT_FLAG_ATTACKING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_HOLD_HEAVY_WALKING 0x00000447 // (0x047 | ACT_FLAG_MOVING)
#define ACT_CRAWLING 0x04008448 // (0x048 | ACT_FLAG_MOVING | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ALLOW_FIRST_PERSON)
#define ACT_BURNING_GROUND 0x00020449 // (0x049 | ACT_FLAG_MOVING | ACT_FLAG_INVULNERABLE)
#define ACT_DECELERATING 0x0400044A // (0x04A | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_FIRST_PERSON)
#define ACT_HOLD_DECELERATING 0x0000044B // (0x04B | ACT_FLAG_MOVING)
#define ACT_BEGIN_SLIDING 0x00000050 // (0x050)
#define ACT_HOLD_BEGIN_SLIDING 0x00000051 // (0x051)
#define ACT_BUTT_SLIDE 0x00840452 // (0x052 | ACT_FLAG_MOVING | ACT_FLAG_BUTT_OR_STOMACH_SLIDE | ACT_FLAG_ATTACKING)
#define ACT_STOMACH_SLIDE 0x008C0453 // (0x053 | ACT_FLAG_MOVING | ACT_FLAG_BUTT_OR_STOMACH_SLIDE | ACT_FLAG_DIVING | ACT_FLAG_ATTACKING)
#define ACT_HOLD_BUTT_SLIDE 0x00840454 // (0x054 | ACT_FLAG_MOVING | ACT_FLAG_BUTT_OR_STOMACH_SLIDE | ACT_FLAG_ATTACKING)
#define ACT_HOLD_STOMACH_SLIDE 0x008C0455 // (0x055 | ACT_FLAG_MOVING | ACT_FLAG_BUTT_OR_STOMACH_SLIDE | ACT_FLAG_DIVING | ACT_FLAG_ATTACKING)
#define ACT_DIVE_SLIDE 0x00880456 // (0x056 | ACT_FLAG_MOVING | ACT_FLAG_DIVING | ACT_FLAG_ATTACKING)
#define ACT_MOVE_PUNCHING 0x00800457 // (0x057 | ACT_FLAG_MOVING | ACT_FLAG_ATTACKING)
#define ACT_CROUCH_SLIDE 0x04808459 // (0x059 | ACT_FLAG_MOVING | ACT_FLAG_SHORT_HITBOX | ACT_FLAG_ATTACKING | ACT_FLAG_ALLOW_FIRST_PERSON)
#define ACT_SLIDE_KICK_SLIDE 0x0080045A // (0x05A | ACT_FLAG_MOVING | ACT_FLAG_ATTACKING)
#define ACT_HARD_BACKWARD_GROUND_KB 0x00020460 // (0x060 | ACT_FLAG_MOVING | ACT_FLAG_INVULNERABLE)
#define ACT_HARD_FORWARD_GROUND_KB 0x00020461 // (0x061 | ACT_FLAG_MOVING | ACT_FLAG_INVULNERABLE)
#define ACT_BACKWARD_GROUND_KB 0x00020462 // (0x062 | ACT_FLAG_MOVING | ACT_FLAG_INVULNERABLE)
#define ACT_FORWARD_GROUND_KB 0x00020463 // (0x063 | ACT_FLAG_MOVING | ACT_FLAG_INVULNERABLE)
#define ACT_SOFT_BACKWARD_GROUND_KB 0x00020464 // (0x064 | ACT_FLAG_MOVING | ACT_FLAG_INVULNERABLE)
#define ACT_SOFT_FORWARD_GROUND_KB 0x00020465 // (0x065 | ACT_FLAG_MOVING | ACT_FLAG_INVULNERABLE)
#define ACT_GROUND_BONK 0x00020466 // (0x066 | ACT_FLAG_MOVING | ACT_FLAG_INVULNERABLE)
#define ACT_DEATH_EXIT_LAND 0x00020467 // (0x067 | ACT_FLAG_MOVING | ACT_FLAG_INVULNERABLE)
#define ACT_JUMP_LAND 0x04000470 // (0x070 | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_FIRST_PERSON)
#define ACT_FREEFALL_LAND 0x04000471 // (0x071 | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_FIRST_PERSON)
#define ACT_DOUBLE_JUMP_LAND 0x04000472 // (0x072 | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_FIRST_PERSON)
#define ACT_SIDE_FLIP_LAND 0x04000473 // (0x073 | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_FIRST_PERSON)
#define ACT_HOLD_JUMP_LAND 0x00000474 // (0x074 | ACT_FLAG_MOVING)
#define ACT_HOLD_FREEFALL_LAND 0x00000475 // (0x075 | ACT_FLAG_MOVING)
#define ACT_QUICKSAND_JUMP_LAND 0x00000476 // (0x076 | ACT_FLAG_MOVING)
#define ACT_HOLD_QUICKSAND_JUMP_LAND 0x00000477 // (0x077 | ACT_FLAG_MOVING)
#define ACT_TRIPLE_JUMP_LAND 0x04000478 // (0x078 | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_FIRST_PERSON)
#define ACT_LONG_JUMP_LAND 0x00000479 // (0x079 | ACT_FLAG_MOVING)
#define ACT_BACKFLIP_LAND 0x0400047A // (0x07A | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_FIRST_PERSON)
// group 0x080: airborne actions
#define ACT_JUMP 0x03000880 // (0x080 | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION | ACT_FLAG_CONTROL_JUMP_HEIGHT)
#define ACT_DOUBLE_JUMP 0x03000881 // (0x081 | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION | ACT_FLAG_CONTROL_JUMP_HEIGHT)
#define ACT_TRIPLE_JUMP 0x01000882 // (0x082 | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_BACKFLIP 0x01000883 // (0x083 | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_STEEP_JUMP 0x03000885 // (0x085 | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION | ACT_FLAG_CONTROL_JUMP_HEIGHT)
#define ACT_WALL_KICK_AIR 0x03000886 // (0x086 | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION | ACT_FLAG_CONTROL_JUMP_HEIGHT)
#define ACT_SIDE_FLIP 0x01000887 // (0x087 | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_LONG_JUMP 0x03000888 // (0x088 | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION | ACT_FLAG_CONTROL_JUMP_HEIGHT)
#define ACT_WATER_JUMP 0x01000889 // (0x089 | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_DIVE 0x0188088A // (0x08A | ACT_FLAG_AIR | ACT_FLAG_DIVING | ACT_FLAG_ATTACKING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_FREEFALL 0x0100088C // (0x08C | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_TOP_OF_POLE_JUMP 0x0300088D // (0x08D | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION | ACT_FLAG_CONTROL_JUMP_HEIGHT)
#define ACT_BUTT_SLIDE_AIR 0x0300088E // (0x08E | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION | ACT_FLAG_CONTROL_JUMP_HEIGHT)
#define ACT_FLYING_TRIPLE_JUMP 0x03000894 // (0x094 | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION | ACT_FLAG_CONTROL_JUMP_HEIGHT)
#define ACT_SHOT_FROM_CANNON 0x00880898 // (0x098 | ACT_FLAG_AIR | ACT_FLAG_DIVING | ACT_FLAG_ATTACKING)
#define ACT_FLYING 0x10880899 // (0x099 | ACT_FLAG_AIR | ACT_FLAG_DIVING | ACT_FLAG_ATTACKING | ACT_FLAG_SWIMMING_OR_FLYING)
#define ACT_RIDING_SHELL_JUMP 0x0281089A // (0x09A | ACT_FLAG_AIR | ACT_FLAG_RIDING_SHELL | ACT_FLAG_ATTACKING | ACT_FLAG_CONTROL_JUMP_HEIGHT)
#define ACT_RIDING_SHELL_FALL 0x0081089B // (0x09B | ACT_FLAG_AIR | ACT_FLAG_RIDING_SHELL | ACT_FLAG_ATTACKING)
#define ACT_VERTICAL_WIND 0x1008089C // (0x09C | ACT_FLAG_AIR | ACT_FLAG_DIVING | ACT_FLAG_SWIMMING_OR_FLYING)
#define ACT_HOLD_JUMP 0x030008A0 // (0x0A0 | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION | ACT_FLAG_CONTROL_JUMP_HEIGHT)
#define ACT_HOLD_FREEFALL 0x010008A1 // (0x0A1 | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_HOLD_BUTT_SLIDE_AIR 0x010008A2 // (0x0A2 | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_HOLD_WATER_JUMP 0x010008A3 // (0x0A3 | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_TWIRLING 0x108008A4 // (0x0A4 | ACT_FLAG_AIR | ACT_FLAG_ATTACKING | ACT_FLAG_SWIMMING_OR_FLYING)
#define ACT_FORWARD_ROLLOUT 0x010008A6 // (0x0A6 | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_AIR_HIT_WALL 0x000008A7 // (0x0A7 | ACT_FLAG_AIR)
#define ACT_RIDING_HOOT 0x000004A8 // (0x0A8 | ACT_FLAG_MOVING)
#define ACT_GROUND_POUND 0x008008A9 // (0x0A9 | ACT_FLAG_AIR | ACT_FLAG_ATTACKING)
#define ACT_SLIDE_KICK 0x018008AA // (0x0AA | ACT_FLAG_AIR | ACT_FLAG_ATTACKING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_AIR_THROW 0x830008AB // (0x0AB | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION | ACT_FLAG_CONTROL_JUMP_HEIGHT | ACT_FLAG_THROWING)
#define ACT_JUMP_KICK 0x018008AC // (0x0AC | ACT_FLAG_AIR | ACT_FLAG_ATTACKING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_BACKWARD_ROLLOUT 0x010008AD // (0x0AD | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_CRAZY_BOX_BOUNCE 0x000008AE // (0x0AE | ACT_FLAG_AIR)
#define ACT_SPECIAL_TRIPLE_JUMP 0x030008AF // (0x0AF | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION | ACT_FLAG_CONTROL_JUMP_HEIGHT)
#define ACT_BACKWARD_AIR_KB 0x010208B0 // (0x0B0 | ACT_FLAG_AIR | ACT_FLAG_INVULNERABLE | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_FORWARD_AIR_KB 0x010208B1 // (0x0B1 | ACT_FLAG_AIR | ACT_FLAG_INVULNERABLE | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_HARD_FORWARD_AIR_KB 0x010208B2 // (0x0B2 | ACT_FLAG_AIR | ACT_FLAG_INVULNERABLE | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_HARD_BACKWARD_AIR_KB 0x010208B3 // (0x0B3 | ACT_FLAG_AIR | ACT_FLAG_INVULNERABLE | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_BURNING_JUMP 0x010208B4 // (0x0B4 | ACT_FLAG_AIR | ACT_FLAG_INVULNERABLE | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_BURNING_FALL 0x010208B5 // (0x0B5 | ACT_FLAG_AIR | ACT_FLAG_INVULNERABLE | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_SOFT_BONK 0x010208B6 // (0x0B6 | ACT_FLAG_AIR | ACT_FLAG_INVULNERABLE | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_LAVA_BOOST 0x010208B7 // (0x0B7 | ACT_FLAG_AIR | ACT_FLAG_INVULNERABLE | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_GETTING_BLOWN 0x010208B8 // (0x0B8 | ACT_FLAG_AIR | ACT_FLAG_INVULNERABLE | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_THROWN_FORWARD 0x010208BD // (0x0BD | ACT_FLAG_AIR | ACT_FLAG_INVULNERABLE | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
#define ACT_THROWN_BACKWARD 0x010208BE // (0x0BE | ACT_FLAG_AIR | ACT_FLAG_INVULNERABLE | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
// group 0x0C0: submerged actions
#define ACT_WATER_IDLE 0x380022C0 // (0x0C0 | ACT_FLAG_STATIONARY | ACT_FLAG_SWIMMING | ACT_FLAG_PAUSE_EXIT | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_HOLD_WATER_IDLE 0x380022C1 // (0x0C1 | ACT_FLAG_STATIONARY | ACT_FLAG_SWIMMING | ACT_FLAG_PAUSE_EXIT | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_WATER_ACTION_END 0x300022C2 // (0x0C2 | ACT_FLAG_STATIONARY | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_HOLD_WATER_ACTION_END 0x300022C3 // (0x0C3 | ACT_FLAG_STATIONARY | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_DROWNING 0x300032C4 // (0x0C4 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_BACKWARD_WATER_KB 0x300222C5 // (0x0C5 | ACT_FLAG_STATIONARY | ACT_FLAG_SWIMMING | ACT_FLAG_INVULNERABLE | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_FORWARD_WATER_KB 0x300222C6 // (0x0C6 | ACT_FLAG_STATIONARY | ACT_FLAG_SWIMMING | ACT_FLAG_INVULNERABLE | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_WATER_DEATH 0x300032C7 // (0x0C7 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_WATER_SHOCKED 0x300222C8 // (0x0C8 | ACT_FLAG_STATIONARY | ACT_FLAG_SWIMMING | ACT_FLAG_INVULNERABLE | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_BREASTSTROKE 0x300024D0 // (0x0D0 | ACT_FLAG_MOVING | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_SWIMMING_END 0x300024D1 // (0x0D1 | ACT_FLAG_MOVING | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_FLUTTER_KICK 0x300024D2 // (0x0D2 | ACT_FLAG_MOVING | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_HOLD_BREASTSTROKE 0x300024D3 // (0x0D3 | ACT_FLAG_MOVING | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_HOLD_SWIMMING_END 0x300024D4 // (0x0D4 | ACT_FLAG_MOVING | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_HOLD_FLUTTER_KICK 0x300024D5 // (0x0D5 | ACT_FLAG_MOVING | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_WATER_SHELL_SWIMMING 0x300024D6 // (0x0D6 | ACT_FLAG_MOVING | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_WATER_THROW 0x300024E0 // (0x0E0 | ACT_FLAG_MOVING | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_WATER_PUNCH 0x300024E1 // (0x0E1 | ACT_FLAG_MOVING | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_WATER_PLUNGE 0x300022E2 // (0x0E2 | ACT_FLAG_STATIONARY | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_CAUGHT_IN_WHIRLPOOL 0x300222E3 // (0x0E3 | ACT_FLAG_STATIONARY | ACT_FLAG_SWIMMING | ACT_FLAG_INVULNERABLE | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
#define ACT_METAL_WATER_STANDING 0x080042F0 // (0x0F0 | ACT_FLAG_STATIONARY | ACT_FLAG_METAL_WATER | ACT_FLAG_PAUSE_EXIT)
#define ACT_HOLD_METAL_WATER_STANDING 0x080042F1 // (0x0F1 | ACT_FLAG_STATIONARY | ACT_FLAG_METAL_WATER | ACT_FLAG_PAUSE_EXIT)
#define ACT_METAL_WATER_WALKING 0x000044F2 // (0x0F2 | ACT_FLAG_MOVING | ACT_FLAG_METAL_WATER)
#define ACT_HOLD_METAL_WATER_WALKING 0x000044F3 // (0x0F3 | ACT_FLAG_MOVING | ACT_FLAG_METAL_WATER)
#define ACT_METAL_WATER_FALLING 0x000042F4 // (0x0F4 | ACT_FLAG_STATIONARY | ACT_FLAG_METAL_WATER)
#define ACT_HOLD_METAL_WATER_FALLING 0x000042F5 // (0x0F5 | ACT_FLAG_STATIONARY | ACT_FLAG_METAL_WATER)
#define ACT_METAL_WATER_FALL_LAND 0x000042F6 // (0x0F6 | ACT_FLAG_STATIONARY | ACT_FLAG_METAL_WATER)
#define ACT_HOLD_METAL_WATER_FALL_LAND 0x000042F7 // (0x0F7 | ACT_FLAG_STATIONARY | ACT_FLAG_METAL_WATER)
#define ACT_METAL_WATER_JUMP 0x000044F8 // (0x0F8 | ACT_FLAG_MOVING | ACT_FLAG_METAL_WATER)
#define ACT_HOLD_METAL_WATER_JUMP 0x000044F9 // (0x0F9 | ACT_FLAG_MOVING | ACT_FLAG_METAL_WATER)
#define ACT_METAL_WATER_JUMP_LAND 0x000044FA // (0x0FA | ACT_FLAG_MOVING | ACT_FLAG_METAL_WATER)
#define ACT_HOLD_METAL_WATER_JUMP_LAND 0x000044FB // (0x0FB | ACT_FLAG_MOVING | ACT_FLAG_METAL_WATER)
// group 0x100: cutscene actions
#define ACT_DISAPPEARED 0x00001300 // (0x100 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_INTRO_CUTSCENE 0x04001301 // (0x101 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE | ACT_FLAG_ALLOW_FIRST_PERSON)
#define ACT_STAR_DANCE_EXIT 0x00001302 // (0x102 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_STAR_DANCE_WATER 0x00001303 // (0x103 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_FALL_AFTER_STAR_GRAB 0x00001904 // (0x104 | ACT_FLAG_AIR | ACT_FLAG_INTANGIBLE)
#define ACT_READING_AUTOMATIC_DIALOG 0x20001305 // (0x105 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE | ACT_FLAG_WATER_OR_TEXT)
#define ACT_READING_NPC_DIALOG 0x20001306 // (0x106 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE | ACT_FLAG_WATER_OR_TEXT)
#define ACT_STAR_DANCE_NO_EXIT 0x00001307 // (0x107 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_READING_SIGN 0x00001308 // (0x108 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_JUMBO_STAR_CUTSCENE 0x00001909 // (0x109 | ACT_FLAG_AIR | ACT_FLAG_INTANGIBLE)
#define ACT_WAITING_FOR_DIALOG 0x0000130A // (0x10A | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_DEBUG_FREE_MOVE 0x0000130F // (0x10F | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_STANDING_DEATH 0x00021311 // (0x111 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE | ACT_FLAG_INVULNERABLE)
#define ACT_QUICKSAND_DEATH 0x00021312 // (0x112 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE | ACT_FLAG_INVULNERABLE)
#define ACT_ELECTROCUTION 0x00021313 // (0x113 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE | ACT_FLAG_INVULNERABLE)
#define ACT_SUFFOCATION 0x00021314 // (0x114 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE | ACT_FLAG_INVULNERABLE)
#define ACT_DEATH_ON_STOMACH 0x00021315 // (0x115 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE | ACT_FLAG_INVULNERABLE)
#define ACT_DEATH_ON_BACK 0x00021316 // (0x116 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE | ACT_FLAG_INVULNERABLE)
#define ACT_EATEN_BY_BUBBA 0x00021317 // (0x117 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE | ACT_FLAG_INVULNERABLE)
#define ACT_END_PEACH_CUTSCENE 0x00001918 // (0x118 | ACT_FLAG_AIR | ACT_FLAG_INTANGIBLE)
#define ACT_CREDITS_CUTSCENE 0x00001319 // (0x119 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_END_WAVING_CUTSCENE 0x0000131A // (0x11A | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_PULLING_DOOR 0x00001320 // (0x120 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_PUSHING_DOOR 0x00001321 // (0x121 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_WARP_DOOR_SPAWN 0x00001322 // (0x122 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_EMERGE_FROM_PIPE 0x00001923 // (0x123 | ACT_FLAG_AIR | ACT_FLAG_INTANGIBLE)
#define ACT_SPAWN_SPIN_AIRBORNE 0x00001924 // (0x124 | ACT_FLAG_AIR | ACT_FLAG_INTANGIBLE)
#define ACT_SPAWN_SPIN_LANDING 0x00001325 // (0x125 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_EXIT_AIRBORNE 0x00001926 // (0x126 | ACT_FLAG_AIR | ACT_FLAG_INTANGIBLE)
#define ACT_EXIT_LAND_SAVE_DIALOG 0x00001327 // (0x127 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_DEATH_EXIT 0x00001928 // (0x128 | ACT_FLAG_AIR | ACT_FLAG_INTANGIBLE)
#define ACT_UNUSED_DEATH_EXIT 0x00001929 // (0x129 | ACT_FLAG_AIR | ACT_FLAG_INTANGIBLE)
#define ACT_FALLING_DEATH_EXIT 0x0000192A // (0x12A | ACT_FLAG_AIR | ACT_FLAG_INTANGIBLE)
#define ACT_SPECIAL_EXIT_AIRBORNE 0x0000192B // (0x12B | ACT_FLAG_AIR | ACT_FLAG_INTANGIBLE)
#define ACT_SPECIAL_DEATH_EXIT 0x0000192C // (0x12C | ACT_FLAG_AIR | ACT_FLAG_INTANGIBLE)
#define ACT_FALLING_EXIT_AIRBORNE 0x0000192D // (0x12D | ACT_FLAG_AIR | ACT_FLAG_INTANGIBLE)
#define ACT_UNLOCKING_KEY_DOOR 0x0000132E // (0x12E | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_UNLOCKING_STAR_DOOR 0x0000132F // (0x12F | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_ENTERING_STAR_DOOR 0x00001331 // (0x131 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_SPAWN_NO_SPIN_AIRBORNE 0x00001932 // (0x132 | ACT_FLAG_AIR | ACT_FLAG_INTANGIBLE)
#define ACT_SPAWN_NO_SPIN_LANDING 0x00001333 // (0x133 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_BBH_ENTER_JUMP 0x00001934 // (0x134 | ACT_FLAG_AIR | ACT_FLAG_INTANGIBLE)
#define ACT_BBH_ENTER_SPIN 0x00001535 // (0x135 | ACT_FLAG_MOVING | ACT_FLAG_INTANGIBLE)
#define ACT_TELEPORT_FADE_OUT 0x00001336 // (0x136 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_TELEPORT_FADE_IN 0x00001337 // (0x137 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_SHOCKED 0x00020338 // (0x138 | ACT_FLAG_STATIONARY | ACT_FLAG_INVULNERABLE)
#define ACT_SQUISHED 0x00020339 // (0x139 | ACT_FLAG_STATIONARY | ACT_FLAG_INVULNERABLE)
#define ACT_HEAD_STUCK_IN_GROUND 0x0002033A // (0x13A | ACT_FLAG_STATIONARY | ACT_FLAG_INVULNERABLE)
#define ACT_BUTT_STUCK_IN_GROUND 0x0002033B // (0x13B | ACT_FLAG_STATIONARY | ACT_FLAG_INVULNERABLE)
#define ACT_FEET_STUCK_IN_GROUND 0x0002033C // (0x13C | ACT_FLAG_STATIONARY | ACT_FLAG_INVULNERABLE)
#define ACT_PUTTING_ON_CAP 0x0000133D // (0x13D | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
// group 0x140: "automatic" actions
#define ACT_HOLDING_POLE 0x08100340 // (0x140 | ACT_FLAG_STATIONARY | ACT_FLAG_ON_POLE | ACT_FLAG_PAUSE_EXIT)
#define ACT_GRAB_POLE_SLOW 0x00100341 // (0x141 | ACT_FLAG_STATIONARY | ACT_FLAG_ON_POLE)
#define ACT_GRAB_POLE_FAST 0x00100342 // (0x142 | ACT_FLAG_STATIONARY | ACT_FLAG_ON_POLE)
#define ACT_CLIMBING_POLE 0x00100343 // (0x143 | ACT_FLAG_STATIONARY | ACT_FLAG_ON_POLE)
#define ACT_TOP_OF_POLE_TRANSITION 0x00100344 // (0x144 | ACT_FLAG_STATIONARY | ACT_FLAG_ON_POLE)
#define ACT_TOP_OF_POLE 0x00100345 // (0x145 | ACT_FLAG_STATIONARY | ACT_FLAG_ON_POLE)
#define ACT_START_HANGING 0x08200348 // (0x148 | ACT_FLAG_STATIONARY | ACT_FLAG_HANGING | ACT_FLAG_PAUSE_EXIT)
#define ACT_HANGING 0x00200349 // (0x149 | ACT_FLAG_STATIONARY | ACT_FLAG_HANGING)
#define ACT_HANG_MOVING 0x0020054A // (0x14A | ACT_FLAG_MOVING | ACT_FLAG_HANGING)
#define ACT_LEDGE_GRAB 0x0800034B // (0x14B | ACT_FLAG_STATIONARY | ACT_FLAG_PAUSE_EXIT)
#define ACT_LEDGE_CLIMB_SLOW_1 0x0000054C // (0x14C | ACT_FLAG_MOVING)
#define ACT_LEDGE_CLIMB_SLOW_2 0x0000054D // (0x14D | ACT_FLAG_MOVING)
#define ACT_LEDGE_CLIMB_DOWN 0x0000054E // (0x14E | ACT_FLAG_MOVING)
#define ACT_LEDGE_CLIMB_FAST 0x0000054F // (0x14F | ACT_FLAG_MOVING)
#define ACT_GRABBED 0x00020370 // (0x170 | ACT_FLAG_STATIONARY | ACT_FLAG_INVULNERABLE)
#define ACT_IN_CANNON 0x00001371 // (0x171 | ACT_FLAG_STATIONARY | ACT_FLAG_INTANGIBLE)
#define ACT_TORNADO_TWIRLING 0x10020372 // (0x172 | ACT_FLAG_STATIONARY | ACT_FLAG_INVULNERABLE | ACT_FLAG_SWIMMING_OR_FLYING)
// group 0x180: object actions
#define ACT_PUNCHING 0x00800380 // (0x180 | ACT_FLAG_STATIONARY | ACT_FLAG_ATTACKING)
#define ACT_PICKING_UP 0x00000383 // (0x183 | ACT_FLAG_STATIONARY)
#define ACT_DIVE_PICKING_UP 0x00000385 // (0x185 | ACT_FLAG_STATIONARY)
#define ACT_STOMACH_SLIDE_STOP 0x00000386 // (0x186 | ACT_FLAG_STATIONARY)
#define ACT_PLACING_DOWN 0x00000387 // (0x187 | ACT_FLAG_STATIONARY)
#define ACT_THROWING 0x80000588 // (0x188 | ACT_FLAG_MOVING | ACT_FLAG_THROWING)
#define ACT_HEAVY_THROW 0x80000589 // (0x189 | ACT_FLAG_MOVING | ACT_FLAG_THROWING)
#define ACT_PICKING_UP_BOWSER 0x00000390 // (0x190 | ACT_FLAG_STATIONARY)
#define ACT_HOLDING_BOWSER 0x00000391 // (0x191 | ACT_FLAG_STATIONARY)
#define ACT_RELEASING_BOWSER 0x00000392 // (0x192 | ACT_FLAG_STATIONARY)
/*
this input mask is unused by the controller,
but END_DEMO is used internally to signal
the demo to end. This button cannot
be pressed normally by a controller.
*/
#define END_DEMO (1 << 7)
#define VALID_BUTTONS (A_BUTTON | B_BUTTON | Z_TRIG | START_BUTTON | \
U_JPAD | D_JPAD | L_JPAD | R_JPAD | \
L_TRIG | R_TRIG | \
U_CBUTTONS | D_CBUTTONS | L_CBUTTONS | R_CBUTTONS )
#define C_BUTTONS (U_CBUTTONS | D_CBUTTONS | L_CBUTTONS | R_CBUTTONS )
#endif