sm64coopdx/docs/lua/examples/custom-level/levels/bob/script.c

60 lines
2.0 KiB
C

#include <ultra64.h>
#include "sm64.h"
#include "behavior_data.h"
#include "model_ids.h"
#include "seq_ids.h"
#include "dialog_ids.h"
#include "segment_symbols.h"
#include "level_commands.h"
#include "game/level_update.h"
#include "levels/scripts.h"
/* Fast64 begin persistent block [includes] */
/* Fast64 end persistent block [includes] */
#include "make_const_nonconst.h"
#include "levels/bob/header.h"
/* Fast64 begin persistent block [scripts] */
/* Fast64 end persistent block [scripts] */
const LevelScript level_bob_entry[] = {
INIT_LEVEL(),
LOAD_MIO0(0x7, _bob_segment_7SegmentRomStart, _bob_segment_7SegmentRomEnd),
LOAD_MIO0(0xa, _water_skybox_mio0SegmentRomStart, _water_skybox_mio0SegmentRomEnd),
ALLOC_LEVEL_POOL(),
MARIO(MODEL_MARIO, 0x00000001, bhvMario),
/* Fast64 begin persistent block [level commands] */
/* Fast64 end persistent block [level commands] */
AREA(1, bob_area_1),
WARP_NODE(0x0A, LEVEL_BOB, 0x01, 0x0A, WARP_NO_CHECKPOINT),
WARP_NODE(0xF3, LEVEL_CASTLE, 0x01, 0x20, WARP_NO_CHECKPOINT),
WARP_NODE(0xF0, LEVEL_CASTLE, 0x01, 0x26, WARP_NO_CHECKPOINT),
WARP_NODE(0xF1, LEVEL_CASTLE, 0x01, 0x23, WARP_NO_CHECKPOINT),
OBJECT(E_MODEL_BIG_PADDLE, 0, 300, 0, 0, 0, 0, 0x00000000, id_bhvBigPaddle),
OBJECT(E_MODEL_BIG_PADDLE, 0, 600, 0, 0, 30, 0, 0x00000000, id_bhvBigPaddle),
OBJECT(E_MODEL_BIG_PADDLE, 0, 900, 0, 0, 60, 0, 0x00000000, id_bhvBigPaddle),
OBJECT(E_MODEL_BIG_PADDLE, 0, 1200, 0, 0, 90, 0, 0x00000000, id_bhvBigPaddle),
OBJECT(MODEL_NONE, -300, 200, 0, 0, 0, 0, (10 << 16), bhvAirborneWarp),
TERRAIN(bob_area_1_collision),
MACRO_OBJECTS(bob_area_1_macro_objs),
SET_BACKGROUND_MUSIC(0x00, SEQ_LEVEL_GRASS),
TERRAIN_TYPE(TERRAIN_GRASS),
/* Fast64 begin persistent block [area commands] */
/* Fast64 end persistent block [area commands] */
END_AREA(),
FREE_LEVEL_POOL(),
MARIO_POS(1, 0, 0, 0, 0),
CALL(0, lvl_init_or_update),
CALL_LOOP(1, lvl_init_or_update),
CLEAR_LEVEL(),
SLEEP_BEFORE_EXIT(1),
EXIT(),
};