Made bowser bomb use extended model loading
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0d2f9d1e8f
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0fc592a430
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@ -10,7 +10,7 @@ static void bhv_bowser_bomb_hit_player(void) {
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networkBowserBombHit = 0;
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networkBowserBombHit = 0;
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o->oInteractStatus &= ~INT_STATUS_INTERACTED;
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o->oInteractStatus &= ~INT_STATUS_INTERACTED;
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spawn_object(o, MODEL_EXPLOSION, bhvExplosion);
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spawn_object(o, smlua_model_util_load(E_MODEL_EXPLOSION), bhvExplosion);
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o->activeFlags = ACTIVE_FLAG_DEACTIVATED;
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o->activeFlags = ACTIVE_FLAG_DEACTIVATED;
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}
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}
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@ -21,7 +21,7 @@ static void bhv_bowser_bomb_interacted(void) {
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}
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}
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networkBowserBombHit = 0;
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networkBowserBombHit = 0;
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spawn_object(o, MODEL_BOWSER_FLAMES, bhvBowserBombExplosion);
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spawn_object(o, smlua_model_util_load(E_MODEL_BOWSER_FLAMES), bhvBowserBombExplosion);
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create_sound_spawner(SOUND_GENERAL_BOWSER_BOMB_EXPLOSION);
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create_sound_spawner(SOUND_GENERAL_BOWSER_BOMB_EXPLOSION);
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set_camera_shake_from_point(SHAKE_POS_LARGE, o->oPosX, o->oPosY, o->oPosZ);
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set_camera_shake_from_point(SHAKE_POS_LARGE, o->oPosX, o->oPosY, o->oPosZ);
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o->activeFlags = ACTIVE_FLAG_DEACTIVATED;
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o->activeFlags = ACTIVE_FLAG_DEACTIVATED;
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@ -56,7 +56,7 @@ void bhv_bowser_bomb_explosion_loop(void) {
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cur_obj_scale((f32) o->oTimer / 14.0f * 9.0 + 1.0);
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cur_obj_scale((f32) o->oTimer / 14.0f * 9.0 + 1.0);
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if ((o->oTimer % 4 == 0) && (o->oTimer < 20)) {
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if ((o->oTimer % 4 == 0) && (o->oTimer < 20)) {
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mineSmoke = spawn_object(o, MODEL_BOWSER_SMOKE, bhvBowserBombSmoke);
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mineSmoke = spawn_object(o, smlua_model_util_load(E_MODEL_BOWSER_SMOKE), bhvBowserBombSmoke);
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if (mineSmoke != NULL) {
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if (mineSmoke != NULL) {
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mineSmoke->oPosX += random_float() * 600.0f - 400.0f;
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mineSmoke->oPosX += random_float() * 600.0f - 400.0f;
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mineSmoke->oPosZ += random_float() * 600.0f - 400.0f;
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mineSmoke->oPosZ += random_float() * 600.0f - 400.0f;
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