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@@ -34,38 +34,44 @@ static Vec3f gVec3fZero = {0.0f, 0.0f, 0.0f};
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void add_tree_leaf_particles(struct MarioState *m)
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{
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// f32 leafHeight;
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f32 leafHeight;
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s32 isOnTree = false;//(m->usedObj->behavior == segmented_to_virtual(bhvTree));
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// if (m->usedObj->behavior == segmented_to_virtual(bhvTree)) {
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// // make leaf effect spawn higher on the Shifting Sand Land palm tree
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// if (gCurrLevelNum == LEVEL_SSL) {
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// leafHeight = 250.0f;
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// } else {
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// leafHeight = 100.0f;
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// }
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// if (m->pos[1] - m->floorHeight > leafHeight) {
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// m->particleFlags |= PARTICLE_LEAF;
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// }
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// }
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if (isOnTree) {
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// make leaf effect spawn higher on the Shifting Sand Land palm tree
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if (gCurrLevelNum == LEVEL_SSL) {
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leafHeight = 250.0f;
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} else {
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leafHeight = 100.0f;
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}
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if (m->pos[1] - m->floorHeight > leafHeight) {
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m->particleFlags |= PARTICLE_LEAF;
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}
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}
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}
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void play_climbing_sounds(struct MarioState *m, s32 b)
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{
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// s32 isOnTree = (m->usedObj->behavior == segmented_to_virtual(bhvTree));
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s32 isOnTree = false;//(m->usedObj->behavior == segmented_to_virtual(bhvTree));
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// if (b == 1) {
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// if (is_anim_past_frame(m, 1)) {
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// play_sound(isOnTree ? SOUND_ACTION_CLIMB_UP_TREE : SOUND_ACTION_CLIMB_UP_POLE,
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// m->marioObj->header.gfx.cameraToObject);
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// }
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// } else {
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// play_sound(isOnTree ? SOUND_MOVING_SLIDE_DOWN_TREE : SOUND_MOVING_SLIDE_DOWN_POLE,
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// m->marioObj->header.gfx.cameraToObject);
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// }
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if (b == 1) {
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if (is_anim_past_frame(m, 1)) {
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play_sound(isOnTree ? SOUND_ACTION_CLIMB_UP_TREE : SOUND_ACTION_CLIMB_UP_POLE,
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m->marioObj->header.gfx.cameraToObject);
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}
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} else {
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play_sound(isOnTree ? SOUND_MOVING_SLIDE_DOWN_TREE : SOUND_MOVING_SLIDE_DOWN_POLE,
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m->marioObj->header.gfx.cameraToObject);
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}
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}
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s32 set_pole_position(struct MarioState *m, f32 offsetY)
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{
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if (!m->isLocal && m->usedObj == NULL)
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{
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return POLE_NONE;
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}
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UNUSED s32 unused1;
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UNUSED s32 unused2;
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UNUSED s32 unused3;
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@@ -95,6 +101,7 @@ s32 set_pole_position(struct MarioState *m, f32 offsetY)
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}
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f32 floorHeight = find_floor(m->pos[0], m->pos[1], m->pos[2], &floor);
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f32 floorHeight2 = find_floor(m->pos[0], m->pos[1] + 100, m->pos[2], &floor);
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if (m->pos[1] < floorHeight)
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{
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m->pos[1] = floorHeight;
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@@ -104,8 +111,17 @@ s32 set_pole_position(struct MarioState *m, f32 offsetY)
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else if (marioObj->oMarioPolePos < -m->usedObj->hitboxDownOffset)
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{
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m->pos[1] = m->usedObj->oPosY - m->usedObj->hitboxDownOffset;
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set_mario_action(m, ACT_FREEFALL, 0);
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result = POLE_FELL_OFF;
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if (m->pos[1] < floorHeight2)
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{
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m->pos[1] = floorHeight2;
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set_mario_action(m, ACT_IDLE, 0);
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result = POLE_TOUCHED_FLOOR;
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}
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else
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{
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set_mario_action(m, ACT_FREEFALL, 0);
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result = POLE_FELL_OFF;
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}
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}
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else if (collided)
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{
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@@ -165,7 +181,12 @@ s32 act_holding_pole(struct MarioState *m)
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if (poleStickY > 16.0f)
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{
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f32 poleTop = m->usedObj->hitboxHeight - 100.0f;
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f32 poleTop = m->pos[1] + 1000;
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if (m->usedObj != NULL)
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{
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poleTop = m->usedObj->hitboxHeight - 100.0f;
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}
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// const BehaviorScript *poleBehavior = virtual_to_segmented(0x13, m->usedObj->behavior);
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if (marioObj->oMarioPolePos < poleTop - 0.4f)
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