Massive refactor
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#pragma once
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#include "include/types.h"
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#include "game/area.h"
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struct GlobalState
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{
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// interaction.c
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u8 sDelayInvincTimer;
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s16 sInvulnerable;
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// mario_actions_moving.c
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Mat4 sFloorAlignMatrix;
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// mario_actions_submerged.c
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s16 sWasAtSurface;
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s16 sSwimStrength;
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s16 D_80339FD0;
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s16 D_80339FD2;
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f32 D_80339FD4;
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// mario_misc.c
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struct MarioBodyState gBodyStates[2];
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// platform_displacement.c
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void *gMarioPlatform;
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// misc
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u32 gGlobalTimer;
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u8 gSpecialTripleJump;
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s16 gCurrLevelNum;
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s16 gCameraMovementFlags;
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u32 gAudioRandom;
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s8 gShowDebugText;
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s8 gDebugLevelSelect;
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s16 gCurrSaveFileNum;
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struct Controller gController;
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struct SpawnInfo gMarioSpawnInfoVal;
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struct SpawnInfo *gMarioSpawnInfo;
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struct Area *gCurrentArea;
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struct Object *gCurrentObject;
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struct Object *gMarioObject;
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struct MarioAnimation D_80339D10;
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struct MarioState gMarioStateVal;
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struct MarioState *gMarioState;
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};
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extern struct GlobalState *gState;
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