-- We use this instead of o->oHiddenStarLastInteractedObject. oHiddenStarLastInteractedPlayer = nil function bhv_custom_hidden_star_trigger_init(obj) --obj.oFlags = (OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) --obj.hitboxRadius = 200 --obj.hitboxHeight = 200 --obj.oIntangibleTimer = 0 network_init_object(obj, true, { 'activeFlags', 'oInteractStatus' }) end function bhv_custom_hidden_star_trigger_loop(obj) if not ((obj.oInteractStatus & INT_STATUS_INTERACTED) == 0) or obj_check_if_collided_with_object(obj, gMarioStates[0].marioObj) == 1 then local hiddenStar = obj_get_nearest_object_with_behavior_id(obj, bhvSMSRHiddenStar) if not (hiddenStar == nil) then local count = (obj_count_objects_with_behavior_id(bhvSMSRHiddenStarTrigger) - 1) hiddenStar.oHiddenStarTriggerCounter = 5 - count if not (hiddenStar.oHiddenStarTriggerCounter == 5) then spawn_orange_number(hiddenStar.oHiddenStarTriggerCounter, 0, 0, 0) end -- Set the last person who interacted with a secret to the -- parent so only they get the star cutscene. player = nearest_mario_state_to_object(obj) if not (player == nil) then oHiddenStarLastInteractedPlayer = player end cur_obj_play_sound_2(SOUND_MENU_COLLECT_SECRET + ((hiddenStar.oHiddenStarTriggerCounter - 1) << 16)) end obj.activeFlags = ACTIVE_FLAG_DEACTIVATED end end --bhvSMSRHiddenStarTrigger = hook_behavior(nil, OBJ_LIST_LEVEL, true, bhv_custom_hidden_star_trigger_init, bhv_custom_hidden_star_trigger_loop) -------------- function bhv_custom_hidden_star_init(obj) --obj.oFlags = (OBJ_FLAG_PERSISTENT_RESPAWN | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) local count = obj_count_objects_with_behavior_id(bhvSMSRHiddenStarTrigger) if count == 0 then local star = spawn_object_abs_with_rot(obj, 0, E_MODEL_STAR, id_bhvStar, obj.oPosX, obj.oPosY, obj.oPosZ, 0, 0, 0) if not (star == nil) then star.oBehParams = obj.oBehParams end obj.activeFlags = ACTIVE_FLAG_DEACTIVATED end obj.oHiddenStarTriggerCounter = 5 - count -- We haven't interacted with a player yet. -- We also don't sync this as not only is it not required -- but it also is only set for an interaction. -- Therefore this object must already be loaded for it to be set -- and if it wasn't. You couldn't of possibly been the one -- who last interacted to begin with. oHiddenStarLastInteractedPlayer = nil network_init_object(obj, false, { 'oAction', 'oHiddenStarTriggerCounter', 'oPosX', 'oPosY', 'oPosZ', 'oTimer' }) end function bhv_custom_hidden_star_loop(obj) switch(obj.oAction, { [0] = function() -- for case 0 if obj.oHiddenStarTriggerCounter == 5 then obj.oAction = 1 end end, [1] = function() -- for case 1 if obj.oTimer > 2 then star = spawn_red_coin_cutscene_star(obj.oPosX, obj.oPosY, obj.oPosZ) if not (star == nil) then if oHiddenStarLastInteractedPlayer == gMarioStates[0] then star.oStarSpawnExtCutsceneFlags = 1 else star.oStarSpawnExtCutsceneFlags = 0 end spawn_mist_particles() end obj.activeFlags = ACTIVE_FLAG_DEACTIVATED end end, }) end --bhvSMSRHiddenStar = hook_behavior(nil, OBJ_LIST_LEVEL, true, bhv_custom_hidden_star_init, bhv_custom_hidden_star_loop) -------------- function bhv_breakable_rock_init(obj) --obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE --obj.collisionData = smlua_collision_util_get("col_hmc_geo_000530_0x7020308") --obj.oCollisionDistance = 500 --bhv_init_room() network_init_object(obj, false, nil) end --[[ function bhv_breakable_rock_loop(obj) bhv_breakable_box_loop() load_object_collision_model() end bhvSMSRBreakableRock = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_breakable_rock_init, bhv_breakable_rock_loop) --]] -------------- function bhv_breakable_window_init(obj) obj.oFlags = (OBJ_FLAG_ACTIVE_FROM_AFAR | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) obj.collisionData = smlua_collision_util_get("wf_seg7_collision_small_bomp") obj.oIntangibleTimer = 0 obj.hitboxRadius = 200 obj.hitboxHeight = 200 --obj.oMoveAngleYaw = obj.oMoveAngleYaw - 0x4000 network_init_object(obj, false, { 'oInteractStatus' }); end function bhv_breakable_window_loop(obj) if not (obj.oInteractStatus & INT_STATUS_INTERACTED) or not (obj.oInteractStatus & INT_STATUS_WAS_ATTACKED) then return end if not (check_local_mario_attacking(obj) == 0) then obj_explode_and_spawn_coins(80, 0) create_sound_spawner(obj, SOUND_GENERAL_WALL_EXPLOSION) obj.oInteractStatus = 0; end end ---bhvSMSRBreakableWindow = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_breakable_window_init, bhv_breakable_window_loop) -------------- function bhv_star_replica_init(obj) --obj.oFlags = (OBJ_FLAG_HOLDABLE | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) --bhv_init_room() --bhv_collect_star_init() despawn_if_stars_below_count(obj, 121) -- 121 star check end --[[ function bhv_star_replica_loop(obj) bhv_collect_star_loop() end --]] --bhvSMSRStarReplica = hook_behavior(nil, OBJ_LIST_LEVEL, true, bhv_star_replica_init, bhv_star_replica_loop) -------------- function bhv_red_sinking_platform_init(obj) --obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE --obj.collisionData = smlua_collision_util_get("col_rr_geo_0008C0_0x701ae78") --obj.oPosY = obj.oPosY - 306 cur_obj_set_home_once() network_init_object(obj, true, { 'oSinkWhenSteppedOnUnk104', 'oGraphYOffset', 'oHomeY' }) end --[[ function bhv_red_sinking_platform_loop(obj) sinking_perform_sink_check(obj) sinking_perform_sink_check(obj) -- called twice load_object_collision_model() end bhvSMSRRedSinkingPlatform = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_red_sinking_platform_init, bhv_red_sinking_platform_loop) --]] -------------- --[[ function bhv_star_door_wall_init(obj) obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE obj.collisionData = smlua_collision_util_get("custom_collision_door_30_stars") obj.oCollisionDistance = 4000 end --]] function bhv_star_door_wall_loop(obj) if get_star_count() >= 30 then obj.activeFlags = ACTIVE_FLAG_DEACTIVATED end --load_object_collision_model() end --bhvSMSR30StarDoorWall = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_star_door_wall_init, bhv_star_door_wall_loop) -------------- function bhv_special_breakable_box_init(obj) --obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE --obj.collisionData = smlua_collision_util_get("breakable_box_seg8_collision_08012D70") --obj.oCollisionDistance = 500 --bhv_init_room() despawn_if_stars_below_count(obj, 121) -- 121 star check end --[[ function bhv_special_breakable_box_loop(obj) bhv_breakable_box_loop() load_object_collision_model() end bhvSMSRSpecialBreakeableBox = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_special_breakable_box_init, bhv_special_breakable_box_loop) --]] -------------- --[[ function bhv_piranha_plant_wild_init(obj) obj.oFlags = (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) obj.oAnimations = gObjectAnimations.piranha_plant_seg6_anims_0601C31C cur_obj_init_animation(0) obj.oInteractType = INTERACT_MR_BLIZZARD obj.hitboxRadius = 400 obj.hitboxHeight = 400 end --]] function bhv_piranha_plant_wild_loop(obj) end --bhvSMSRPiranhaPlantWild = hook_behavior(nil, OBJ_LIST_GENACTOR, true, bhv_piranha_plant_wild_init, bhv_piranha_plant_wild_loop) -------------- function bhv_big_leaves_init(obj) obj.header.gfx.node.flags = obj.header.gfx.node.flags | GRAPH_RENDER_CYLBOARD end -------------- function bhv_lily_pad_init(obj) network_init_object(obj, true, { 'oSinkWhenSteppedOnUnk104', 'oGraphYOffset', 'oHomeY' }) end -------------- function bhv_tambourine_init(obj) obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE obj.collisionData = smlua_collision_util_get("col_ddd_geo_0004A0_0x700cbf0") end function bhv_tambourine_loop(obj) bhv_ttc_spinner_update() load_object_collision_model() end bhvSMSRTambourine = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_tambourine_init, bhv_tambourine_loop) -------------- function bhv_small_bee_init(obj) obj.oFlags = (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) obj.header.gfx.node.flags = obj.header.gfx.node.flags | GRAPH_RENDER_BILLBOARD cur_obj_set_home_once() bhv_init_room() cur_obj_scale(150 / 100.0) end function bhv_small_bee_loop(obj) bhv_fly_guy_update() bhv_fly_guy_update() -- called twice obj.oAnimState = obj.oAnimState + 1 end bhvSMSRSmallBee = hook_behavior(nil, OBJ_LIST_GENACTOR, true, bhv_small_bee_init, bhv_small_bee_loop) -------------- function bhv_drum_stick_init(obj) obj.oFlags = (OBJ_FLAG_SET_FACE_ANGLE_TO_MOVE_ANGLE | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) obj.collisionData = smlua_collision_util_get("col_ddd_geo_000478_0x7000540") bhv_ssl_moving_pyramid_wall_init() end function bhv_drum_stick_loop(obj) bhv_ssl_moving_pyramid_wall_loop() load_object_collision_model() end bhvSMSRDrumStick = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_drum_stick_init, bhv_drum_stick_loop) -------------- function bhv_star_moving_init(obj) obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE bhv_init_room() bhv_collect_star_init() end function bhv_star_moving_loop(obj) bhv_collect_star_loop() bhv_ssl_moving_pyramid_wall_loop() end bhvSMSRStarMoving = hook_behavior(nil, OBJ_LIST_LEVEL, true, bhv_star_moving_init, bhv_star_moving_loop) -------------- function bhv_falling_domino_init(obj) obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE obj.collisionData = smlua_collision_util_get("col_ttm_geo_000DF4_0x702b870") cur_obj_set_home_once() end function bhv_falling_domino_loop(obj) bhv_volcano_trap_loop() load_object_collision_model() end bhvSMSRFallingDomino = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_falling_domino_init, bhv_falling_domino_loop) -------------- function bhv_lava_lift_init(obj) obj.oFlags = (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) obj.oPosY = obj.oPosY + -50 obj.collisionData = smlua_collision_util_get("col_ttm_geo_000920_0x700a710") end function bhv_lava_lift_loop(obj) bhv_lll_moving_octagonal_mesh_platform_loop() load_object_collision_model() end bhvSMSRLavaLift = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_lava_lift_init, bhv_lava_lift_loop) -------------- function bhv_rotating_lava_platform_init(obj) obj.oFlags = (OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) obj.collisionData = smlua_collision_util_get("col_lll_geo_000A78_0x701d68c") cur_obj_set_home_once() end function bhv_rotating_lava_platform_loop(obj) obj.oAngleVelYaw = 256 obj.oMoveAngleYaw = obj.oMoveAngleYaw + 256 load_object_collision_model() end bhvSMSRRotatingLavaPlatform = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_rotating_lava_platform_init, bhv_rotating_lava_platform_loop) -------------- function bhv_small_swing_platform_init(obj) obj.collisionData = smlua_collision_util_get("rr_seg7_collision_pendulum") obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE obj.oCollisionDistance = 2000 cur_obj_scale(160 / 100.0) bhv_swing_platform_init() end function bhv_small_swing_platform_loop(obj) bhv_swing_platform_update() load_object_collision_model() end bhvSMSRSmallSwingPlatform = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_small_swing_platform_init, bhv_small_swing_platform_loop) -------------- function bhv_sinking_donut_init(obj) obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE obj.collisionData = smlua_collision_util_get("col_rr_geo_000920_0x70295ec") obj.oPosY = obj.oPosY - 306 cur_obj_set_home_once() network_init_object(obj, true, { 'oSinkWhenSteppedOnUnk104', 'oGraphYOffset', 'oHomeY' }) end function bhv_sinking_donut_loop(obj) sinking_perform_sink_check(obj) sinking_perform_sink_check(obj) -- called twice load_object_collision_model() end bhvSMSRSinkingDonut = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_sinking_donut_init, bhv_sinking_donut_loop) -------------- function bhv_floating_thwomp_init(obj) obj.collisionData = smlua_collision_util_get("thwomp_seg5_collision_0500B7D0") obj.oFlags = (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) obj.oGraphYOffset = 5 bhv_butterfly_init() end function bhv_floating_thwomp_loop(obj) bhv_butterfly_loop() load_object_collision_model() end bhvSMSRFloatingThwomp = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_floating_thwomp_init, bhv_floating_thwomp_loop) -------------- function bhv_tilting_pyramid_init(obj) obj.oFlags = (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) obj.collisionData = smlua_collision_util_get("col_geo_bbh_0005F8_0x701fba8") cur_obj_set_home_once() bhv_platform_normals_init() end function bhv_tilting_pyramid_loop(obj) bhv_tilting_inverted_pyramid_loop() load_object_collision_model() end bhvSMSRTiltingPyramid = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_tilting_pyramid_init, bhv_tilting_pyramid_loop) -------------- function bhv_platform_lift_init(obj) obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE obj.collisionData = smlua_collision_util_get("col_geo_bbh_0005C8_0x701f700") obj.oArrowLiftUnk100 = 1 end function bhv_platform_lift_loop(obj) bhv_arrow_lift_loop() load_object_collision_model() end bhvSMSRPlatformLift = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_platform_lift_init, bhv_platform_lift_loop) -------------- function bhv_rising_lava_init(obj) obj.oFlags = (OBJ_FLAG_SET_FACE_ANGLE_TO_MOVE_ANGLE | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) obj.collisionData = smlua_collision_util_get("col_geo_bbh_0005B0_0x701f2d8") bhv_ssl_moving_pyramid_wall_init() end function bhv_rising_lava_loop(obj) bhv_ssl_moving_pyramid_wall_loop() load_object_collision_model() end bhvSMSRRisingLava = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_rising_lava_init, bhv_rising_lava_loop) -------------- function bhv_rising_tall_platform_init(obj) obj.oFlags = (OBJ_FLAG_SET_FACE_ANGLE_TO_MOVE_ANGLE | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) obj.collisionData = smlua_collision_util_get("col_geo_bbh_000628_0x70200f0") bhv_ssl_moving_pyramid_wall_init() end function bhv_rising_tall_platform_loop(obj) bhv_ssl_moving_pyramid_wall_loop() load_object_collision_model() end bhvSMSRRisingTallPlatform = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_rising_tall_platform_init, bhv_rising_tall_platform_loop) -------------- function bhv_sinking_platform_init(obj) obj.oFlags = (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) obj.collisionData = smlua_collision_util_get("col_geo_bbh_000640_0x600d758") obj.oPosY = obj.oPosY + 5 obj.oCollisionDistance = 2000 end function bhv_sinking_platform_loop(obj) bhv_lll_sinking_square_platforms_loop() bhv_lll_sinking_square_platforms_loop() -- called twice load_object_collision_model() end bhvSMSRSinkingPlatform = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_sinking_platform_init, bhv_sinking_platform_loop) -------------- function bhv_toxic_waste_platform_init(obj) obj.oFlags = (OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) obj.collisionData = smlua_collision_util_get("col_hmc_geo_000548_0x7023478") obj.oPosY = obj.oPosY - 50 cur_obj_set_home_once() network_init_object(obj, true, { 'oSinkWhenSteppedOnUnk104', 'oGraphYOffset', 'oHomeY' }) end function bhv_toxic_waste_platform_loop(obj) sinking_perform_sink_check(obj) load_object_collision_model() end bhvSMSRToxicWastePlatform = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_toxic_waste_platform_init, bhv_toxic_waste_platform_loop) -------------- function bhv_attracted_space_box_init(obj) obj.oFlags = (OBJ_FLAG_HOLDABLE | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) obj.collisionData = smlua_collision_util_get("ssl_seg7_collision_tox_box") obj.oPosY = obj.oPosY + 256 cur_obj_set_home_once() end function bhv_attracted_space_box_loop(obj) bhv_chuckya_loop() bhv_spindrift_loop() cur_obj_scale(64 / 100.0) load_object_collision_model() end bhvSMSRAttractedSpaceBox = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_attracted_space_box_init, bhv_attracted_space_box_loop) -------------- function bhv_space_box_init(obj) obj.oFlags = (OBJ_FLAG_HOLDABLE | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) obj.collisionData = smlua_collision_util_get("ssl_seg7_collision_tox_box") obj.oPosY = obj.oPosY + 256 end function bhv_space_box_loop(obj) bhv_spindrift_loop() cur_obj_scale(64 / 100.0) load_object_collision_model() end bhvSMSRSpaceBox = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_space_box_init, bhv_space_box_loop) -------------- function bhv_space_octagon_platform_init(obj) obj.collisionData = smlua_collision_util_get("ssl_seg7_collision_spindel") obj.oFlags = (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) cur_obj_set_home_once() bhv_ttc_moving_bar_init() end function bhv_space_octagon_platform_loop(obj) bhv_ttc_moving_bar_update() load_object_collision_model() end bhvSMSRSpaceOctagonPlatform = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_space_octagon_platform_init, bhv_space_octagon_platform_loop) -------------- function bhv_space_red_platform_init(obj) obj.collisionData = smlua_collision_util_get("ssl_seg7_collision_grindel") obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE cur_obj_set_home_once() cur_obj_scale(91 / 100.0) bhv_horizontal_grindel_init() end function bhv_space_red_platform_loop(obj) bhv_squishable_platform_loop() bhv_squishable_platform_loop() -- called twice load_object_collision_model() end bhvSMSRSpaceRedPlatform = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_space_red_platform_init, bhv_space_red_platform_loop) -------------- function bhv_bullet_mine_init(obj) obj.oFlags = (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_MOVE_XZ_USING_FVEL | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) cur_obj_set_home_once() obj.hitboxRadius = 50 obj.hitboxHeight = 50 obj.hitboxDownOffset = 50 obj.oInteractType = INTERACT_DAMAGE obj.oDamageOrCoinValue = 3 cur_obj_scale(256 / 100.0) obj.oIntangibleTimer = 0 bhv_bullet_bill_init() end function bhv_bullet_mine_loop(obj) bhv_bullet_bill_loop() end bhvSMSRBulletMine = hook_behavior(nil, OBJ_LIST_GENACTOR, true, bhv_bullet_mine_init, bhv_bullet_mine_loop) -------------- E_MODEL_VCUTM_LIGHT = smlua_model_util_get_id("vcutm_light_geo") function bhv_lights_on_switch_init(obj) --obj.oFlags = (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) --obj.oCollisionDistance = 8000 obj.parentObj = cur_obj_nearest_object_with_behavior(get_behavior_from_id(id_bhvFloorSwitchAnimatesObject)); obj_set_model_extended(obj, E_MODEL_VCUTM_LIGHT) end function bhv_lights_on_switch_loop(obj) if obj.oFloorSwitchPressAnimationUnk100 ~= 0 then if obj.parentObj ~= nil and obj.parentObj.oAction ~= 2 then obj.oFloorSwitchPressAnimationUnk100 = 0 end if obj.oFloorSwitchPressAnimationUnkFC ~= 0 then if obj.oBehParams2ndByte >= 0 and obj.oBehParams2ndByte <= 2 then obj.oFloorSwitchPressAnimationUnkF4 = 200 end else obj.oFloorSwitchPressAnimationUnkF4 = 0 end elseif obj.parentObj ~= nil and obj.parentObj.oAction == 2 then obj.oFloorSwitchPressAnimationUnkFC = obj.oFloorSwitchPressAnimationUnkFC ~ 1 obj.oFloorSwitchPressAnimationUnk100 = 1 end if obj.oFloorSwitchPressAnimationUnkF4 ~= 0 then if obj.oFloorSwitchPressAnimationUnkF4 < 60 then cur_obj_play_sound_1(SOUND_GENERAL2_SWITCH_TICK_SLOW) else cur_obj_play_sound_1(SOUND_GENERAL2_SWITCH_TICK_FAST) end obj.oFloorSwitchPressAnimationUnkF4 = obj.oFloorSwitchPressAnimationUnkF4 - 1 if obj.oFloorSwitchPressAnimationUnkF4 == 0 then obj.oFloorSwitchPressAnimationUnkFC = 0 end if obj.oFloorSwitchPressAnimationUnkF8 < 9 then obj.oFloorSwitchPressAnimationUnkF8 = obj.oFloorSwitchPressAnimationUnkF8 + 1 end else obj.oFloorSwitchPressAnimationUnkF8 = obj.oFloorSwitchPressAnimationUnkF8 - 2 if obj.oFloorSwitchPressAnimationUnkF8 < 0 then obj.oFloorSwitchPressAnimationUnkF8 = 0 obj.oFloorSwitchPressAnimationUnkFC = 1 end end local fType = math.floor(obj.oFloorSwitchPressAnimationUnkF8 / 2) if fType == 0 then cur_obj_hide() else cur_obj_unhide() end end --bhvSMSRLightsOnSwitch = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_lights_on_switch_init, bhv_lights_on_switch_loop)