adding option to disable draw distance
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parent
0ec63e46ac
commit
c98a263cf4
8
Makefile
8
Makefile
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@ -27,6 +27,8 @@ COMPILER ?= ido
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# Disable better camera by default
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BETTERCAMERA ?= 0
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# Disable no drawing distance by default
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NODRAWINGDISTANCE ?= 0
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# Build for Emscripten/WebGL
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TARGET_WEB ?= 0
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@ -449,6 +451,12 @@ CC_CHECK += -DBETTERCAMERA
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CFLAGS += -DBETTERCAMERA
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endif
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# Check for no drawing distance option
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ifeq ($(NODRAWINGDISTANCE),1)
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CC_CHECK += -DNODRAWINGDISTANCE
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CFLAGS += -DNODRAWINGDISTANCE
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endif
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ASFLAGS := -I include -I $(BUILD_DIR) $(VERSION_ASFLAGS)
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ifeq ($(TARGET_WEB),1)
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@ -987,11 +987,15 @@ void cur_obj_update(void) {
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} else if ((objFlags & OBJ_FLAG_COMPUTE_DIST_TO_MARIO) && gCurrentObject->collisionData == NULL) {
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if (!(objFlags & OBJ_FLAG_ACTIVE_FROM_AFAR)) {
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// If the object has a render distance, check if it should be shown.
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#ifndef NODRAWINGDISTANCE
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if (distanceFromMario > gCurrentObject->oDrawingDistance) {
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// Out of render distance, hide the object.
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gCurrentObject->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
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gCurrentObject->activeFlags |= ACTIVE_FLAG_FAR_AWAY;
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} else if (gCurrentObject->oHeldState == HELD_FREE) {
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#else
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if (distanceFromMario <= gCurrentObject->oDrawingDistance && gCurrentObject->oHeldState == HELD_FREE) {
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#endif
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// In render distance (and not being held), show the object.
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gCurrentObject->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE;
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gCurrentObject->activeFlags &= ~ACTIVE_FLAG_FAR_AWAY;
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@ -789,9 +789,13 @@ void load_object_collision_model(void) {
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}
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}
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#ifndef NODRAWINGDISTANCE
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if (marioDist < gCurrentObject->oDrawingDistance) {
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#endif
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gCurrentObject->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE;
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#ifndef NODRAWINGDISTANCE
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} else {
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gCurrentObject->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
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}
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#endif
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}
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@ -107,6 +107,7 @@ void bhv_butterfly_loop(void) {
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butterfly_act_return_home();
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break;
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}
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#ifndef NODRAWINGDISTANCE
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set_object_visibility(o, 3000);
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#endif
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}
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@ -53,7 +53,9 @@ static void chain_chomp_act_uninitialized(void) {
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struct ChainSegment *segments;
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s32 i;
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#ifndef NODRAWINGDISTANCE
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if (o->oDistanceToMario < 3000.0f) {
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#endif
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segments = mem_pool_alloc(gObjectMemoryPool, 5 * sizeof(struct ChainSegment));
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if (segments != NULL) {
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// Each segment represents the offset of a chain part to the pivot.
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@ -81,7 +83,9 @@ static void chain_chomp_act_uninitialized(void) {
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cur_obj_unhide();
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}
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}
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#ifndef NODRAWINGDISTANCE
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}
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#endif
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}
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/**
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@ -359,10 +363,12 @@ static void chain_chomp_act_move(void) {
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f32 maxDistToPivot;
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// Unload chain if mario is far enough
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#ifndef NODRAWINGDISTANCE
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if (o->oChainChompReleaseStatus == CHAIN_CHOMP_NOT_RELEASED && o->oDistanceToMario > 4000.0f) {
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o->oAction = CHAIN_CHOMP_ACT_UNLOAD_CHAIN;
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o->oForwardVel = o->oVelY = 0.0f;
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} else {
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#endif
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cur_obj_update_floor_and_walls();
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switch (o->oChainChompReleaseStatus) {
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@ -446,7 +452,9 @@ static void chain_chomp_act_move(void) {
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o->oGravity = -4.0f;
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o->oChainChompTargetPitch = -0x3000;
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}
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#ifndef NODRAWINGDISTANCE
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}
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#endif
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}
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/**
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@ -184,17 +184,23 @@ void bhv_coin_formation_loop(void) {
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s32 bitIndex;
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switch (o->oAction) {
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case 0:
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#ifndef NODRAWINGDISTANCE
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if (o->oDistanceToMario < 2000.0f) {
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#endif
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for (bitIndex = 0; bitIndex < 8; bitIndex++) {
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if (!(o->oCoinUnkF4 & (1 << bitIndex)))
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spawn_coin_in_formation(bitIndex, o->oBehParams2ndByte);
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}
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o->oAction++;
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#ifndef NODRAWINGDISTANCE
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}
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#endif
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break;
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case 1:
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#ifndef NODRAWINGDISTANCE
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if (o->oDistanceToMario > 2100.0f)
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o->oAction++;
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#endif
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break;
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case 2:
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o->oAction = 0;
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@ -42,7 +42,9 @@ void fish_act_spawn(void) {
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* If the current level is Secret Aquarium, ignore this requirement.
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* Fish moves at random with a max-range of 700.0f.
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*/
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#ifndef NODRAWINGDISTANCE
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if (o->oDistanceToMario < minDistToMario || gCurrLevelNum == LEVEL_SA) {
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#endif
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for (i = 0; i < schoolQuantity; i++) {
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fishObject = spawn_object(o, model, bhvFish);
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fishObject->oBehParams2ndByte = o->oBehParams2ndByte;
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@ -50,7 +52,9 @@ void fish_act_spawn(void) {
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obj_translate_xyz_random(fishObject, 700.0f);
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}
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o->oAction = FISH_ACT_ACTIVE;
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#ifndef NODRAWINGDISTANCE
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}
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#endif
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}
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/**
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@ -78,7 +78,9 @@ void bhv_goomba_triplet_spawner_update(void) {
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// If mario is close enough and the goombas aren't currently loaded, then
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// spawn them
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if (o->oAction == GOOMBA_TRIPLET_SPAWNER_ACT_UNLOADED) {
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#ifndef NODRAWINGDISTANCE
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if (o->oDistanceToMario < 3000.0f) {
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#endif
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// The spawner is capable of spawning more than 3 goombas, but this
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// is not used in the game
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dAngle =
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@ -98,11 +100,13 @@ void bhv_goomba_triplet_spawner_update(void) {
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}
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o->oAction += 1;
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#ifndef NODRAWINGDISTANCE
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}
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} else if (o->oDistanceToMario > 4000.0f) {
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// If mario is too far away, enter the unloaded action. The goombas
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// will detect this and unload themselves
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o->oAction = GOOMBA_TRIPLET_SPAWNER_ACT_UNLOADED;
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#endif
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}
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}
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@ -73,14 +73,18 @@ void heave_ho_act_3(void) {
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void heave_ho_act_0(void) {
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cur_obj_set_pos_to_home();
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#ifndef NODRAWINGDISTANCE
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if (find_water_level(o->oPosX, o->oPosZ) < o->oPosY && o->oDistanceToMario < 4000.0f) {
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#endif
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cur_obj_become_tangible();
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cur_obj_unhide();
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o->oAction = 1;
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#ifndef NODRAWINGDISTANCE
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} else {
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cur_obj_become_intangible();
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cur_obj_hide();
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}
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#endif
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}
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void (*sHeaveHoActions[])(void) = { heave_ho_act_0, heave_ho_act_1, heave_ho_act_2, heave_ho_act_3 };
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@ -295,10 +295,14 @@ void king_bobomb_move(void) {
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cur_obj_move_using_fvel_and_gravity();
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cur_obj_call_action_function(sKingBobombActions);
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exec_anim_sound_state(sKingBobombSoundStates);
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#ifndef NODRAWINGDISTANCE
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if (o->oDistanceToMario < 5000.0f)
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#endif
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cur_obj_enable_rendering();
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#ifndef NODRAWINGDISTANCE
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else
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cur_obj_disable_rendering();
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#endif
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}
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void bhv_king_bobomb_loop(void) {
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@ -151,7 +151,9 @@ static void pokey_act_uninitialized(void) {
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s32 i;
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s16 partModel;
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#ifndef NODRAWINGDISTANCE
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if (o->oDistanceToMario < 2000.0f) {
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#endif
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partModel = MODEL_POKEY_HEAD;
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for (i = 0; i < 5; i++) {
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@ -170,7 +172,9 @@ static void pokey_act_uninitialized(void) {
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o->oPokeyNumAliveBodyParts = 5;
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o->oPokeyBottomBodyPartSize = 1.0f;
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o->oAction = POKEY_ACT_WANDER;
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#ifndef NODRAWINGDISTANCE
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}
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#endif
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}
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/**
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@ -185,9 +189,11 @@ static void pokey_act_wander(void) {
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if (o->oPokeyNumAliveBodyParts == 0) {
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obj_mark_for_deletion(o);
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#ifndef NODRAWINGDISTANCE
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} else if (o->oDistanceToMario > 2500.0f) {
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o->oAction = POKEY_ACT_UNLOAD_PARTS;
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o->oForwardVel = 0.0f;
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#endif
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} else {
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treat_far_home_as_mario(1000.0f);
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cur_obj_update_floor_and_walls();
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@ -180,7 +180,11 @@ void bhv_snufit_loop(void) {
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void bhv_snufit_balls_loop(void) {
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// If far from Mario or in a different room, despawn.
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if ((o->activeFlags & ACTIVE_FLAG_IN_DIFFERENT_ROOM)
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#ifndef NODRAWINGDISTANCE
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|| (o->oTimer != 0 && o->oDistanceToMario > 1500.0f)) {
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#else
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|| (o->oTimer != 0)) {
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#endif
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obj_mark_for_deletion(o);
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}
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@ -54,9 +54,11 @@ static void triplet_butterfly_act_init(void) {
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}
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static void triplet_butterfly_act_wander(void) {
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#ifndef NODRAWINGDISTANCE
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if (o->oDistanceToMario > 1500.0f) {
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obj_mark_for_deletion(o);
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} else {
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#endif
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approach_f32_ptr(&o->oTripletButterflySpeed, 8.0f, 0.5f);
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if (o->oTimer < 60) {
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o->oTripletButterflyTargetYaw = cur_obj_angle_to_home();
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@ -82,7 +84,9 @@ static void triplet_butterfly_act_wander(void) {
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obj_move_pitch_approach(o->oTripletButterflyTargetPitch, 400);
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cur_obj_rotate_yaw_toward(o->oTripletButterflyTargetYaw, random_linear_offset(400, 800));
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#ifndef NODRAWINGDISTANCE
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}
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#endif
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}
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static void triplet_butterfly_act_activate(void) {
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@ -38,19 +38,27 @@ void bhv_bubble_cannon_barrel_loop(void) {
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}
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void water_bomb_cannon_act_0(void) {
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#ifndef NODRAWINGDISTANCE
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if (o->oDistanceToMario < 2000.0f) {
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#endif
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spawn_object(o, MODEL_CANNON_BARREL, bhvCannonBarrelBubbles);
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cur_obj_unhide();
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o->oAction = 1;
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o->oMoveAnglePitch = o->oWaterCannonUnkFC = 0x1C00;
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#ifndef NODRAWINGDISTANCE
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}
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#endif
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}
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void water_bomb_cannon_act_1(void) {
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#ifndef NODRAWINGDISTANCE
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if (o->oDistanceToMario > 2500.0f) {
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o->oAction = 2;
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} else if (o->oBehParams2ndByte == 0) {
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#else
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if (o->oBehParams2ndByte == 0) {
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#endif
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if (o->oWaterCannonUnkF4 != 0) {
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o->oWaterCannonUnkF4 -= 1;
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} else {
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@ -35,7 +35,9 @@ void whirpool_orient_graph(void) {
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}
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void bhv_whirlpool_loop(void) {
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#ifndef NODRAWINGDISTANCE
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if (o->oDistanceToMario < 5000.0f) {
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#endif
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o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
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// not sure if actually an array
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@ -52,10 +54,12 @@ void bhv_whirlpool_loop(void) {
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whirpool_orient_graph();
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o->oFaceAngleYaw += 0x1F40;
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#ifndef NODRAWINGDISTANCE
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} else {
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o->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE;
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gEnvFxBubbleConfig[ENVFX_STATE_PARTICLECOUNT] = 0;
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}
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#endif
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cur_obj_play_sound_1(SOUND_ENV_WATER);
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