997 lines
34 KiB
C++
997 lines
34 KiB
C++
#define _CRT_SECURE_NO_WARNINGS 1 // for fopen
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdint.h>
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#include <stddef.h>
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#include <string.h>
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#include <sys/time.h>
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#include <unistd.h>
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#include <pthread.h>
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#include "../src/libsm64.h"
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extern "C"
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{
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#define SDL_MAIN_HANDLED
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#include "level.h"
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#include "context.h"
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#include "renderer.h"
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#include "gl33core/gl33core_renderer.h"
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#include "gl20/gl20_renderer.h"
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}
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#include "imgui/imgui.h"
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#include "imgui/backends/imgui_impl_sdl2.h"
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#include "imgui/backends/imgui_impl_opengl3.h"
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#include "audio.h"
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#include "sm64.h"
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// Add this include near the top, after libsm64.h
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// AnimInfo is defined in the decomp headers, not the public API
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#include "../src/decomp/include/types.h" // or wherever AnimInfo is fully defined in your tree
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// -------------------------------------------------------
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// Named struct so it can be used as a parameter type
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struct FlagEntry
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{
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uint32_t bit;
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const char *name;
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};
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static const FlagEntry sMarioFlags[] = {
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{MARIO_NORMAL_CAP, "MARIO_NORMAL_CAP"},
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{MARIO_VANISH_CAP, "MARIO_VANISH_CAP"},
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{MARIO_METAL_CAP, "MARIO_METAL_CAP"},
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{MARIO_WING_CAP, "MARIO_WING_CAP"},
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{MARIO_CAP_ON_HEAD, "MARIO_CAP_ON_HEAD"},
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{MARIO_CAP_IN_HAND, "MARIO_CAP_IN_HAND"},
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{MARIO_METAL_SHOCK, "MARIO_METAL_SHOCK"},
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{MARIO_TELEPORTING, "MARIO_TELEPORTING"},
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{MARIO_UNKNOWN_08, "MARIO_UNKNOWN_08"},
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{MARIO_UNKNOWN_13, "MARIO_UNKNOWN_13"},
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{MARIO_ACTION_SOUND_PLAYED, "MARIO_ACTION_SOUND_PLAYED"},
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{MARIO_MARIO_SOUND_PLAYED, "MARIO_MARIO_SOUND_PLAYED"},
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{MARIO_UNKNOWN_18, "MARIO_UNKNOWN_18"},
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{MARIO_PUNCHING, "MARIO_PUNCHING"},
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{MARIO_KICKING, "MARIO_KICKING"},
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{MARIO_TRIPPING, "MARIO_TRIPPING"},
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{MARIO_UNKNOWN_25, "MARIO_UNKNOWN_25"},
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{MARIO_UNKNOWN_30, "MARIO_UNKNOWN_30"},
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{MARIO_UNKNOWN_31, "MARIO_UNKNOWN_31"},
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};
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static const FlagEntry sParticleFlags[] = {
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{PARTICLE_DUST, "PARTICLE_DUST"},
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{PARTICLE_VERTICAL_STAR, "PARTICLE_VERTICAL_STAR"},
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{PARTICLE_2, "PARTICLE_2"},
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{PARTICLE_SPARKLES, "PARTICLE_SPARKLES"},
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{PARTICLE_HORIZONTAL_STAR, "PARTICLE_HORIZONTAL_STAR"},
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{PARTICLE_BUBBLE, "PARTICLE_BUBBLE"},
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{PARTICLE_WATER_SPLASH, "PARTICLE_WATER_SPLASH"},
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{PARTICLE_IDLE_WATER_WAVE, "PARTICLE_IDLE_WATER_WAVE"},
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{PARTICLE_SHALLOW_WATER_WAVE, "PARTICLE_SHALLOW_WATER_WAVE"},
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{PARTICLE_PLUNGE_BUBBLE, "PARTICLE_PLUNGE_BUBBLE"},
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{PARTICLE_WAVE_TRAIL, "PARTICLE_WAVE_TRAIL"},
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{PARTICLE_FIRE, "PARTICLE_FIRE"},
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{PARTICLE_SHALLOW_WATER_SPLASH, "PARTICLE_SHALLOW_WATER_SPLASH"},
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{PARTICLE_LEAF, "PARTICLE_LEAF"},
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{PARTICLE_SNOW, "PARTICLE_SNOW"},
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{PARTICLE_DIRT, "PARTICLE_DIRT"},
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{PARTICLE_MIST_CIRCLE, "PARTICLE_MIST_CIRCLE"},
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{PARTICLE_BREATH, "PARTICLE_BREATH"},
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{PARTICLE_TRIANGLE, "PARTICLE_TRIANGLE"},
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{PARTICLE_19, "PARTICLE_19"},
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};
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static const char *GetActionName(uint32_t action)
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{
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switch (action)
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{
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case ACT_UNINITIALIZED:
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return "ACT_UNINITIALIZED";
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// stationary
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case ACT_IDLE:
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return "ACT_IDLE";
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case ACT_START_SLEEPING:
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return "ACT_START_SLEEPING";
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case ACT_SLEEPING:
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return "ACT_SLEEPING";
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case ACT_WAKING_UP:
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return "ACT_WAKING_UP";
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case ACT_PANTING:
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return "ACT_PANTING";
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case ACT_HOLD_PANTING_UNUSED:
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return "ACT_HOLD_PANTING_UNUSED";
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case ACT_HOLD_IDLE:
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return "ACT_HOLD_IDLE";
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case ACT_HOLD_HEAVY_IDLE:
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return "ACT_HOLD_HEAVY_IDLE";
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case ACT_STANDING_AGAINST_WALL:
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return "ACT_STANDING_AGAINST_WALL";
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case ACT_COUGHING:
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return "ACT_COUGHING";
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case ACT_SHIVERING:
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return "ACT_SHIVERING";
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case ACT_IN_QUICKSAND:
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return "ACT_IN_QUICKSAND";
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case ACT_UNKNOWN_0002020E:
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return "ACT_UNKNOWN_0002020E";
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case ACT_CROUCHING:
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return "ACT_CROUCHING";
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case ACT_START_CROUCHING:
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return "ACT_START_CROUCHING";
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case ACT_STOP_CROUCHING:
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return "ACT_STOP_CROUCHING";
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case ACT_START_CRAWLING:
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return "ACT_START_CRAWLING";
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case ACT_STOP_CRAWLING:
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return "ACT_STOP_CRAWLING";
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case ACT_SLIDE_KICK_SLIDE_STOP:
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return "ACT_SLIDE_KICK_SLIDE_STOP";
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case ACT_SHOCKWAVE_BOUNCE:
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return "ACT_SHOCKWAVE_BOUNCE";
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case ACT_FIRST_PERSON:
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return "ACT_FIRST_PERSON";
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case ACT_BACKFLIP_LAND_STOP:
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return "ACT_BACKFLIP_LAND_STOP";
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case ACT_JUMP_LAND_STOP:
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return "ACT_JUMP_LAND_STOP";
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case ACT_DOUBLE_JUMP_LAND_STOP:
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return "ACT_DOUBLE_JUMP_LAND_STOP";
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case ACT_FREEFALL_LAND_STOP:
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return "ACT_FREEFALL_LAND_STOP";
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case ACT_SIDE_FLIP_LAND_STOP:
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return "ACT_SIDE_FLIP_LAND_STOP";
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case ACT_HOLD_JUMP_LAND_STOP:
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return "ACT_HOLD_JUMP_LAND_STOP";
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case ACT_HOLD_FREEFALL_LAND_STOP:
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return "ACT_HOLD_FREEFALL_LAND_STOP";
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case ACT_AIR_THROW_LAND:
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return "ACT_AIR_THROW_LAND";
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case ACT_TWIRL_LAND:
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return "ACT_TWIRL_LAND";
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case ACT_LAVA_BOOST_LAND:
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return "ACT_LAVA_BOOST_LAND";
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case ACT_TRIPLE_JUMP_LAND_STOP:
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return "ACT_TRIPLE_JUMP_LAND_STOP";
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case ACT_LONG_JUMP_LAND_STOP:
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return "ACT_LONG_JUMP_LAND_STOP";
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case ACT_GROUND_POUND_LAND:
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return "ACT_GROUND_POUND_LAND";
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case ACT_BRAKING_STOP:
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return "ACT_BRAKING_STOP";
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case ACT_BUTT_SLIDE_STOP:
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return "ACT_BUTT_SLIDE_STOP";
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case ACT_HOLD_BUTT_SLIDE_STOP:
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return "ACT_HOLD_BUTT_SLIDE_STOP";
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// moving
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case ACT_WALKING:
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return "ACT_WALKING";
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case ACT_HOLD_WALKING:
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return "ACT_HOLD_WALKING";
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case ACT_TURNING_AROUND:
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return "ACT_TURNING_AROUND";
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case ACT_FINISH_TURNING_AROUND:
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return "ACT_FINISH_TURNING_AROUND";
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case ACT_BRAKING:
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return "ACT_BRAKING";
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case ACT_RIDING_SHELL_GROUND:
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return "ACT_RIDING_SHELL_GROUND";
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case ACT_HOLD_HEAVY_WALKING:
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return "ACT_HOLD_HEAVY_WALKING";
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case ACT_CRAWLING:
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return "ACT_CRAWLING";
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case ACT_BURNING_GROUND:
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return "ACT_BURNING_GROUND";
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case ACT_DECELERATING:
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return "ACT_DECELERATING";
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case ACT_HOLD_DECELERATING:
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return "ACT_HOLD_DECELERATING";
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case ACT_BEGIN_SLIDING:
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return "ACT_BEGIN_SLIDING";
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case ACT_HOLD_BEGIN_SLIDING:
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return "ACT_HOLD_BEGIN_SLIDING";
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case ACT_BUTT_SLIDE:
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return "ACT_BUTT_SLIDE";
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case ACT_STOMACH_SLIDE:
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return "ACT_STOMACH_SLIDE";
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case ACT_HOLD_BUTT_SLIDE:
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return "ACT_HOLD_BUTT_SLIDE";
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case ACT_HOLD_STOMACH_SLIDE:
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return "ACT_HOLD_STOMACH_SLIDE";
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case ACT_DIVE_SLIDE:
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return "ACT_DIVE_SLIDE";
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case ACT_MOVE_PUNCHING:
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return "ACT_MOVE_PUNCHING";
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case ACT_CROUCH_SLIDE:
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return "ACT_CROUCH_SLIDE";
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case ACT_SLIDE_KICK_SLIDE:
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return "ACT_SLIDE_KICK_SLIDE";
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case ACT_HARD_BACKWARD_GROUND_KB:
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return "ACT_HARD_BACKWARD_GROUND_KB";
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case ACT_HARD_FORWARD_GROUND_KB:
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return "ACT_HARD_FORWARD_GROUND_KB";
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case ACT_BACKWARD_GROUND_KB:
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return "ACT_BACKWARD_GROUND_KB";
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case ACT_FORWARD_GROUND_KB:
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return "ACT_FORWARD_GROUND_KB";
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case ACT_SOFT_BACKWARD_GROUND_KB:
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return "ACT_SOFT_BACKWARD_GROUND_KB";
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case ACT_SOFT_FORWARD_GROUND_KB:
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return "ACT_SOFT_FORWARD_GROUND_KB";
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case ACT_GROUND_BONK:
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return "ACT_GROUND_BONK";
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case ACT_DEATH_EXIT_LAND:
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return "ACT_DEATH_EXIT_LAND";
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case ACT_JUMP_LAND:
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return "ACT_JUMP_LAND";
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case ACT_FREEFALL_LAND:
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return "ACT_FREEFALL_LAND";
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case ACT_DOUBLE_JUMP_LAND:
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return "ACT_DOUBLE_JUMP_LAND";
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case ACT_SIDE_FLIP_LAND:
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return "ACT_SIDE_FLIP_LAND";
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case ACT_HOLD_JUMP_LAND:
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return "ACT_HOLD_JUMP_LAND";
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case ACT_HOLD_FREEFALL_LAND:
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return "ACT_HOLD_FREEFALL_LAND";
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case ACT_QUICKSAND_JUMP_LAND:
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return "ACT_QUICKSAND_JUMP_LAND";
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case ACT_HOLD_QUICKSAND_JUMP_LAND:
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return "ACT_HOLD_QUICKSAND_JUMP_LAND";
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case ACT_TRIPLE_JUMP_LAND:
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return "ACT_TRIPLE_JUMP_LAND";
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case ACT_LONG_JUMP_LAND:
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return "ACT_LONG_JUMP_LAND";
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case ACT_BACKFLIP_LAND:
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return "ACT_BACKFLIP_LAND";
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// airborne
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case ACT_JUMP:
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return "ACT_JUMP";
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case ACT_DOUBLE_JUMP:
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return "ACT_DOUBLE_JUMP";
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case ACT_TRIPLE_JUMP:
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return "ACT_TRIPLE_JUMP";
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case ACT_BACKFLIP:
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return "ACT_BACKFLIP";
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case ACT_STEEP_JUMP:
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return "ACT_STEEP_JUMP";
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case ACT_WALL_KICK_AIR:
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return "ACT_WALL_KICK_AIR";
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case ACT_SIDE_FLIP:
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return "ACT_SIDE_FLIP";
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case ACT_LONG_JUMP:
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return "ACT_LONG_JUMP";
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case ACT_WATER_JUMP:
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return "ACT_WATER_JUMP";
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case ACT_DIVE:
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return "ACT_DIVE";
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case ACT_FREEFALL:
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return "ACT_FREEFALL";
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case ACT_TOP_OF_POLE_JUMP:
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return "ACT_TOP_OF_POLE_JUMP";
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case ACT_BUTT_SLIDE_AIR:
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return "ACT_BUTT_SLIDE_AIR";
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case ACT_FLYING_TRIPLE_JUMP:
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return "ACT_FLYING_TRIPLE_JUMP";
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case ACT_SHOT_FROM_CANNON:
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return "ACT_SHOT_FROM_CANNON";
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case ACT_FLYING:
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return "ACT_FLYING";
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case ACT_RIDING_SHELL_JUMP:
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return "ACT_RIDING_SHELL_JUMP";
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case ACT_RIDING_SHELL_FALL:
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return "ACT_RIDING_SHELL_FALL";
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case ACT_VERTICAL_WIND:
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return "ACT_VERTICAL_WIND";
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case ACT_HOLD_JUMP:
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return "ACT_HOLD_JUMP";
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case ACT_HOLD_FREEFALL:
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return "ACT_HOLD_FREEFALL";
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case ACT_HOLD_BUTT_SLIDE_AIR:
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return "ACT_HOLD_BUTT_SLIDE_AIR";
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case ACT_HOLD_WATER_JUMP:
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return "ACT_HOLD_WATER_JUMP";
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case ACT_TWIRLING:
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return "ACT_TWIRLING";
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case ACT_FORWARD_ROLLOUT:
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return "ACT_FORWARD_ROLLOUT";
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case ACT_AIR_HIT_WALL:
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return "ACT_AIR_HIT_WALL";
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case ACT_RIDING_HOOT:
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return "ACT_RIDING_HOOT";
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case ACT_GROUND_POUND:
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return "ACT_GROUND_POUND";
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case ACT_SLIDE_KICK:
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return "ACT_SLIDE_KICK";
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case ACT_AIR_THROW:
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return "ACT_AIR_THROW";
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case ACT_JUMP_KICK:
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return "ACT_JUMP_KICK";
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case ACT_BACKWARD_ROLLOUT:
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return "ACT_BACKWARD_ROLLOUT";
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case ACT_CRAZY_BOX_BOUNCE:
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return "ACT_CRAZY_BOX_BOUNCE";
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case ACT_SPECIAL_TRIPLE_JUMP:
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return "ACT_SPECIAL_TRIPLE_JUMP";
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case ACT_BACKWARD_AIR_KB:
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return "ACT_BACKWARD_AIR_KB";
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case ACT_FORWARD_AIR_KB:
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return "ACT_FORWARD_AIR_KB";
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case ACT_HARD_FORWARD_AIR_KB:
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return "ACT_HARD_FORWARD_AIR_KB";
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case ACT_HARD_BACKWARD_AIR_KB:
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return "ACT_HARD_BACKWARD_AIR_KB";
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case ACT_BURNING_JUMP:
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return "ACT_BURNING_JUMP";
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case ACT_BURNING_FALL:
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return "ACT_BURNING_FALL";
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case ACT_SOFT_BONK:
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return "ACT_SOFT_BONK";
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case ACT_LAVA_BOOST:
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return "ACT_LAVA_BOOST";
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case ACT_GETTING_BLOWN:
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return "ACT_GETTING_BLOWN";
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case ACT_THROWN_FORWARD:
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return "ACT_THROWN_FORWARD";
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case ACT_THROWN_BACKWARD:
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return "ACT_THROWN_BACKWARD";
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// submerged
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case ACT_WATER_IDLE:
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return "ACT_WATER_IDLE";
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case ACT_HOLD_WATER_IDLE:
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return "ACT_HOLD_WATER_IDLE";
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case ACT_WATER_ACTION_END:
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return "ACT_WATER_ACTION_END";
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case ACT_HOLD_WATER_ACTION_END:
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return "ACT_HOLD_WATER_ACTION_END";
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case ACT_DROWNING:
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return "ACT_DROWNING";
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case ACT_BACKWARD_WATER_KB:
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return "ACT_BACKWARD_WATER_KB";
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case ACT_FORWARD_WATER_KB:
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return "ACT_FORWARD_WATER_KB";
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case ACT_WATER_DEATH:
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return "ACT_WATER_DEATH";
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case ACT_WATER_SHOCKED:
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return "ACT_WATER_SHOCKED";
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case ACT_BREASTSTROKE:
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return "ACT_BREASTSTROKE";
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case ACT_SWIMMING_END:
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return "ACT_SWIMMING_END";
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case ACT_FLUTTER_KICK:
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return "ACT_FLUTTER_KICK";
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case ACT_HOLD_BREASTSTROKE:
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return "ACT_HOLD_BREASTSTROKE";
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case ACT_HOLD_SWIMMING_END:
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return "ACT_HOLD_SWIMMING_END";
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case ACT_HOLD_FLUTTER_KICK:
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return "ACT_HOLD_FLUTTER_KICK";
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case ACT_WATER_SHELL_SWIMMING:
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return "ACT_WATER_SHELL_SWIMMING";
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case ACT_WATER_THROW:
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return "ACT_WATER_THROW";
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case ACT_WATER_PUNCH:
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return "ACT_WATER_PUNCH";
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case ACT_WATER_PLUNGE:
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return "ACT_WATER_PLUNGE";
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case ACT_CAUGHT_IN_WHIRLPOOL:
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return "ACT_CAUGHT_IN_WHIRLPOOL";
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case ACT_METAL_WATER_STANDING:
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return "ACT_METAL_WATER_STANDING";
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case ACT_HOLD_METAL_WATER_STANDING:
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return "ACT_HOLD_METAL_WATER_STANDING";
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case ACT_METAL_WATER_WALKING:
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return "ACT_METAL_WATER_WALKING";
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case ACT_HOLD_METAL_WATER_WALKING:
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return "ACT_HOLD_METAL_WATER_WALKING";
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case ACT_METAL_WATER_FALLING:
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return "ACT_METAL_WATER_FALLING";
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case ACT_HOLD_METAL_WATER_FALLING:
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return "ACT_HOLD_METAL_WATER_FALLING";
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case ACT_METAL_WATER_FALL_LAND:
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return "ACT_METAL_WATER_FALL_LAND";
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case ACT_HOLD_METAL_WATER_FALL_LAND:
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return "ACT_HOLD_METAL_WATER_FALL_LAND";
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case ACT_METAL_WATER_JUMP:
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return "ACT_METAL_WATER_JUMP";
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case ACT_HOLD_METAL_WATER_JUMP:
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return "ACT_HOLD_METAL_WATER_JUMP";
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case ACT_METAL_WATER_JUMP_LAND:
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return "ACT_METAL_WATER_JUMP_LAND";
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case ACT_HOLD_METAL_WATER_JUMP_LAND:
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return "ACT_HOLD_METAL_WATER_JUMP_LAND";
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// cutscene
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case ACT_DISAPPEARED:
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return "ACT_DISAPPEARED";
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case ACT_INTRO_CUTSCENE:
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return "ACT_INTRO_CUTSCENE";
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case ACT_STAR_DANCE_EXIT:
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return "ACT_STAR_DANCE_EXIT";
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case ACT_STAR_DANCE_WATER:
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return "ACT_STAR_DANCE_WATER";
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case ACT_FALL_AFTER_STAR_GRAB:
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return "ACT_FALL_AFTER_STAR_GRAB";
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case ACT_READING_AUTOMATIC_DIALOG:
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return "ACT_READING_AUTOMATIC_DIALOG";
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case ACT_READING_NPC_DIALOG:
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return "ACT_READING_NPC_DIALOG";
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|
case ACT_STAR_DANCE_NO_EXIT:
|
|
return "ACT_STAR_DANCE_NO_EXIT";
|
|
case ACT_READING_SIGN:
|
|
return "ACT_READING_SIGN";
|
|
case ACT_JUMBO_STAR_CUTSCENE:
|
|
return "ACT_JUMBO_STAR_CUTSCENE";
|
|
case ACT_WAITING_FOR_DIALOG:
|
|
return "ACT_WAITING_FOR_DIALOG";
|
|
case ACT_DEBUG_FREE_MOVE:
|
|
return "ACT_DEBUG_FREE_MOVE";
|
|
case ACT_STANDING_DEATH:
|
|
return "ACT_STANDING_DEATH";
|
|
case ACT_QUICKSAND_DEATH:
|
|
return "ACT_QUICKSAND_DEATH";
|
|
case ACT_ELECTROCUTION:
|
|
return "ACT_ELECTROCUTION";
|
|
case ACT_SUFFOCATION:
|
|
return "ACT_SUFFOCATION";
|
|
case ACT_DEATH_ON_STOMACH:
|
|
return "ACT_DEATH_ON_STOMACH";
|
|
case ACT_DEATH_ON_BACK:
|
|
return "ACT_DEATH_ON_BACK";
|
|
case ACT_EATEN_BY_BUBBA:
|
|
return "ACT_EATEN_BY_BUBBA";
|
|
case ACT_END_PEACH_CUTSCENE:
|
|
return "ACT_END_PEACH_CUTSCENE";
|
|
case ACT_CREDITS_CUTSCENE:
|
|
return "ACT_CREDITS_CUTSCENE";
|
|
case ACT_END_WAVING_CUTSCENE:
|
|
return "ACT_END_WAVING_CUTSCENE";
|
|
case ACT_PULLING_DOOR:
|
|
return "ACT_PULLING_DOOR";
|
|
case ACT_PUSHING_DOOR:
|
|
return "ACT_PUSHING_DOOR";
|
|
case ACT_WARP_DOOR_SPAWN:
|
|
return "ACT_WARP_DOOR_SPAWN";
|
|
case ACT_EMERGE_FROM_PIPE:
|
|
return "ACT_EMERGE_FROM_PIPE";
|
|
case ACT_SPAWN_SPIN_AIRBORNE:
|
|
return "ACT_SPAWN_SPIN_AIRBORNE";
|
|
case ACT_SPAWN_SPIN_LANDING:
|
|
return "ACT_SPAWN_SPIN_LANDING";
|
|
case ACT_EXIT_AIRBORNE:
|
|
return "ACT_EXIT_AIRBORNE";
|
|
case ACT_EXIT_LAND_SAVE_DIALOG:
|
|
return "ACT_EXIT_LAND_SAVE_DIALOG";
|
|
case ACT_DEATH_EXIT:
|
|
return "ACT_DEATH_EXIT";
|
|
case ACT_UNUSED_DEATH_EXIT:
|
|
return "ACT_UNUSED_DEATH_EXIT";
|
|
case ACT_FALLING_DEATH_EXIT:
|
|
return "ACT_FALLING_DEATH_EXIT";
|
|
case ACT_SPECIAL_EXIT_AIRBORNE:
|
|
return "ACT_SPECIAL_EXIT_AIRBORNE";
|
|
case ACT_SPECIAL_DEATH_EXIT:
|
|
return "ACT_SPECIAL_DEATH_EXIT";
|
|
case ACT_FALLING_EXIT_AIRBORNE:
|
|
return "ACT_FALLING_EXIT_AIRBORNE";
|
|
case ACT_UNLOCKING_KEY_DOOR:
|
|
return "ACT_UNLOCKING_KEY_DOOR";
|
|
case ACT_UNLOCKING_STAR_DOOR:
|
|
return "ACT_UNLOCKING_STAR_DOOR";
|
|
case ACT_ENTERING_STAR_DOOR:
|
|
return "ACT_ENTERING_STAR_DOOR";
|
|
case ACT_SPAWN_NO_SPIN_AIRBORNE:
|
|
return "ACT_SPAWN_NO_SPIN_AIRBORNE";
|
|
case ACT_SPAWN_NO_SPIN_LANDING:
|
|
return "ACT_SPAWN_NO_SPIN_LANDING";
|
|
case ACT_BBH_ENTER_JUMP:
|
|
return "ACT_BBH_ENTER_JUMP";
|
|
case ACT_BBH_ENTER_SPIN:
|
|
return "ACT_BBH_ENTER_SPIN";
|
|
case ACT_TELEPORT_FADE_OUT:
|
|
return "ACT_TELEPORT_FADE_OUT";
|
|
case ACT_TELEPORT_FADE_IN:
|
|
return "ACT_TELEPORT_FADE_IN";
|
|
case ACT_SHOCKED:
|
|
return "ACT_SHOCKED";
|
|
case ACT_SQUISHED:
|
|
return "ACT_SQUISHED";
|
|
case ACT_HEAD_STUCK_IN_GROUND:
|
|
return "ACT_HEAD_STUCK_IN_GROUND";
|
|
case ACT_BUTT_STUCK_IN_GROUND:
|
|
return "ACT_BUTT_STUCK_IN_GROUND";
|
|
case ACT_FEET_STUCK_IN_GROUND:
|
|
return "ACT_FEET_STUCK_IN_GROUND";
|
|
case ACT_PUTTING_ON_CAP:
|
|
return "ACT_PUTTING_ON_CAP";
|
|
// automatic
|
|
case ACT_HOLDING_POLE:
|
|
return "ACT_HOLDING_POLE";
|
|
case ACT_GRAB_POLE_SLOW:
|
|
return "ACT_GRAB_POLE_SLOW";
|
|
case ACT_GRAB_POLE_FAST:
|
|
return "ACT_GRAB_POLE_FAST";
|
|
case ACT_CLIMBING_POLE:
|
|
return "ACT_CLIMBING_POLE";
|
|
case ACT_TOP_OF_POLE_TRANSITION:
|
|
return "ACT_TOP_OF_POLE_TRANSITION";
|
|
case ACT_TOP_OF_POLE:
|
|
return "ACT_TOP_OF_POLE";
|
|
case ACT_START_HANGING:
|
|
return "ACT_START_HANGING";
|
|
case ACT_HANGING:
|
|
return "ACT_HANGING";
|
|
case ACT_HANG_MOVING:
|
|
return "ACT_HANG_MOVING";
|
|
case ACT_LEDGE_GRAB:
|
|
return "ACT_LEDGE_GRAB";
|
|
case ACT_LEDGE_CLIMB_SLOW_1:
|
|
return "ACT_LEDGE_CLIMB_SLOW_1";
|
|
case ACT_LEDGE_CLIMB_SLOW_2:
|
|
return "ACT_LEDGE_CLIMB_SLOW_2";
|
|
case ACT_LEDGE_CLIMB_DOWN:
|
|
return "ACT_LEDGE_CLIMB_DOWN";
|
|
case ACT_LEDGE_CLIMB_FAST:
|
|
return "ACT_LEDGE_CLIMB_FAST";
|
|
case ACT_GRABBED:
|
|
return "ACT_GRABBED";
|
|
case ACT_IN_CANNON:
|
|
return "ACT_IN_CANNON";
|
|
case ACT_TORNADO_TWIRLING:
|
|
return "ACT_TORNADO_TWIRLING";
|
|
// object
|
|
case ACT_PUNCHING:
|
|
return "ACT_PUNCHING";
|
|
case ACT_PICKING_UP:
|
|
return "ACT_PICKING_UP";
|
|
case ACT_DIVE_PICKING_UP:
|
|
return "ACT_DIVE_PICKING_UP";
|
|
case ACT_STOMACH_SLIDE_STOP:
|
|
return "ACT_STOMACH_SLIDE_STOP";
|
|
case ACT_PLACING_DOWN:
|
|
return "ACT_PLACING_DOWN";
|
|
case ACT_THROWING:
|
|
return "ACT_THROWING";
|
|
case ACT_HEAVY_THROW:
|
|
return "ACT_HEAVY_THROW";
|
|
case ACT_PICKING_UP_BOWSER:
|
|
return "ACT_PICKING_UP_BOWSER";
|
|
case ACT_HOLDING_BOWSER:
|
|
return "ACT_HOLDING_BOWSER";
|
|
case ACT_RELEASING_BOWSER:
|
|
return "ACT_RELEASING_BOWSER";
|
|
default:
|
|
return "ACT_UNKNOWN";
|
|
}
|
|
}
|
|
|
|
// -------------------------------------------------------
|
|
// All helpers defined BEFORE DrawMarioState
|
|
|
|
static void DrawBitFlags(
|
|
const char *label, uint32_t value,
|
|
const FlagEntry *table, int count)
|
|
{
|
|
ImGui::Text("%s: 0x%08X", label, value);
|
|
ImGui::Indent();
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
bool set = (value & table[i].bit) != 0;
|
|
ImGui::TextColored(
|
|
set
|
|
? ImVec4(0.2f, 1.0f, 0.4f, 1.0f)
|
|
: ImVec4(0.4f, 0.4f, 0.4f, 1.0f),
|
|
"[%c] %s", set ? 'X' : ' ', table[i].name);
|
|
}
|
|
ImGui::Unindent();
|
|
}
|
|
|
|
static void DrawAnimInfo(const AnimInfo *anim)
|
|
{
|
|
if (!anim)
|
|
{
|
|
ImGui::TextDisabled("animInfo: (null)");
|
|
return;
|
|
}
|
|
|
|
if (ImGui::TreeNode("animInfo"))
|
|
{
|
|
ImGui::Text("animID: %d", anim->animID);
|
|
ImGui::Text("animYTrans: %d", anim->animYTrans);
|
|
ImGui::Text("curAnim: %p", (void *)anim->curAnim);
|
|
ImGui::Text("animFrame: %d", anim->animFrame);
|
|
ImGui::Text("animTimer: %u", anim->animTimer);
|
|
ImGui::Text("animFrameAccelAssist: %d", anim->animFrameAccelAssist);
|
|
ImGui::Text("animAccel: %d", anim->animAccel);
|
|
ImGui::TreePop();
|
|
}
|
|
}
|
|
|
|
static void DrawMarioState(const SM64MarioState *m)
|
|
{
|
|
ImGui::Begin("Mario State");
|
|
|
|
if (ImGui::CollapsingHeader("Transform", ImGuiTreeNodeFlags_DefaultOpen))
|
|
{
|
|
ImGui::Text("Position: (%.2f, %.2f, %.2f)", m->position[0], m->position[1], m->position[2]);
|
|
ImGui::Text("Velocity: (%.2f, %.2f, %.2f)", m->velocity[0], m->velocity[1], m->velocity[2]);
|
|
ImGui::Text("Face Angle: %.4f rad (%.1f deg)", m->faceAngle, m->faceAngle * (180.0f / 3.14159265f));
|
|
ImGui::Text("Fwd Velocity: %.2f", m->forwardVelocity);
|
|
}
|
|
|
|
if (ImGui::CollapsingHeader("Status", ImGuiTreeNodeFlags_DefaultOpen))
|
|
{
|
|
int hpSegs = (m->health & 0xFF00) >> 8;
|
|
ImGui::Text("Health: 0x%04X (HP segments: %d / 8)", (uint16_t)m->health, hpSegs);
|
|
ImGui::ProgressBar(hpSegs / 8.0f, ImVec2(-1, 0));
|
|
ImGui::Text("Invinc Timer: %d", m->invincTimer);
|
|
}
|
|
|
|
if (ImGui::CollapsingHeader("Action", ImGuiTreeNodeFlags_DefaultOpen))
|
|
{
|
|
ImGui::Text("0x%08X (%s)", m->action, GetActionName(m->action));
|
|
ImGui::Indent();
|
|
// group
|
|
switch (m->action & ACT_GROUP_MASK)
|
|
{
|
|
case ACT_GROUP_STATIONARY:
|
|
ImGui::TextDisabled("group: STATIONARY");
|
|
break;
|
|
case ACT_GROUP_MOVING:
|
|
ImGui::TextColored({0.2f, 1.0f, 0.4f, 1.0f}, "group: MOVING");
|
|
break;
|
|
case ACT_GROUP_AIRBORNE:
|
|
ImGui::TextColored({0.2f, 0.8f, 1.0f, 1.0f}, "group: AIRBORNE");
|
|
break;
|
|
case ACT_GROUP_SUBMERGED:
|
|
ImGui::TextColored({0.2f, 0.4f, 1.0f, 1.0f}, "group: SUBMERGED");
|
|
break;
|
|
case ACT_GROUP_CUTSCENE:
|
|
ImGui::TextColored({1.0f, 0.8f, 0.2f, 1.0f}, "group: CUTSCENE");
|
|
break;
|
|
case ACT_GROUP_AUTOMATIC:
|
|
ImGui::TextColored({0.8f, 0.4f, 1.0f, 1.0f}, "group: AUTOMATIC");
|
|
break;
|
|
case ACT_GROUP_OBJECT:
|
|
ImGui::TextColored({1.0f, 0.5f, 0.2f, 1.0f}, "group: OBJECT");
|
|
break;
|
|
}
|
|
// relevant flags
|
|
if (m->action & ACT_FLAG_AIR) ImGui::Text("[x] ACT_FLAG_AIR");
|
|
if (m->action & ACT_FLAG_SWIMMING) ImGui::Text("[x] ACT_FLAG_SWIMMING");
|
|
if (m->action & ACT_FLAG_ATTACKING) ImGui::Text("[x] ACT_FLAG_ATTACKING");
|
|
if (m->action & ACT_FLAG_INVULNERABLE) ImGui::Text("[x] ACT_FLAG_INVULNERABLE");
|
|
if (m->action & ACT_FLAG_INTANGIBLE) ImGui::Text("[x] ACT_FLAG_INTANGIBLE");
|
|
if (m->action & ACT_FLAG_RIDING_SHELL) ImGui::Text("[x] ACT_FLAG_RIDING_SHELL");
|
|
if (m->action & ACT_FLAG_ON_POLE) ImGui::Text("[x] ACT_FLAG_ON_POLE");
|
|
if (m->action & ACT_FLAG_HANGING) ImGui::Text("[x] ACT_FLAG_HANGING");
|
|
if (m->action & ACT_FLAG_DIVING) ImGui::Text("[x] ACT_FLAG_DIVING");
|
|
if (m->action & ACT_FLAG_SWIMMING_OR_FLYING)ImGui::Text("[x] ACT_FLAG_SWIMMING_OR_FLYING");
|
|
if (m->action & ACT_FLAG_IDLE) ImGui::Text("[x] ACT_FLAG_IDLE");
|
|
if (m->action & ACT_FLAG_THROWING) ImGui::Text("[x] ACT_FLAG_THROWING");
|
|
ImGui::Unindent();
|
|
}
|
|
|
|
if (ImGui::CollapsingHeader("Flags"))
|
|
DrawBitFlags("flags", m->flags, sMarioFlags, (int)(sizeof(sMarioFlags) / sizeof(sMarioFlags[0])));
|
|
|
|
if (ImGui::CollapsingHeader("Particle Flags"))
|
|
DrawBitFlags("particleFlags", m->particleFlags, sParticleFlags, (int)(sizeof(sParticleFlags) / sizeof(sParticleFlags[0])));
|
|
|
|
if (ImGui::CollapsingHeader("Animation"))
|
|
DrawAnimInfo(m->animInfo);
|
|
|
|
ImGui::End();
|
|
}
|
|
|
|
static SDL_Haptic *gHaptic = nullptr;
|
|
|
|
static void InitHaptics(SDL_GameController *controller)
|
|
{
|
|
if (controller == nullptr || gHaptic != nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
SDL_Joystick *joy = SDL_GameControllerGetJoystick(controller);
|
|
|
|
if (joy == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
gHaptic = SDL_HapticOpenFromJoystick(joy);
|
|
|
|
if (gHaptic == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (SDL_HapticRumbleInit(gHaptic) != 0)
|
|
{
|
|
SDL_HapticClose(gHaptic);
|
|
gHaptic = nullptr;
|
|
}
|
|
}
|
|
|
|
uint8_t *utils_read_file_alloc(const char *path, size_t *fileLength)
|
|
{
|
|
FILE *f = fopen(path, "rb");
|
|
|
|
if (!f) return nullptr;
|
|
|
|
fseek(f, 0, SEEK_END);
|
|
size_t length = (size_t)ftell(f);
|
|
rewind(f);
|
|
uint8_t *buffer = (uint8_t *)malloc(length + 1);
|
|
fread(buffer, 1, length, f);
|
|
buffer[length] = 0;
|
|
fclose(f);
|
|
|
|
if (fileLength) *fileLength = length;
|
|
|
|
return buffer;
|
|
}
|
|
|
|
static float read_axis(int16_t val)
|
|
{
|
|
float result = (float)val / 32767.0f;
|
|
|
|
if (result < 0.2f && result > -0.2f)
|
|
return 0.0f;
|
|
|
|
return result > 0.0f ? (result - 0.2f) / 0.8f : (result + 0.2f) / 0.8f;
|
|
}
|
|
|
|
float lerp(float a, float b, float amount)
|
|
{
|
|
return a + (b - a) * amount;
|
|
}
|
|
|
|
static void DebugPrint(const char *message)
|
|
{
|
|
if (message == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
printf("[SM64] %s\n", message);
|
|
fflush(stdout);
|
|
}
|
|
|
|
static void Rumble(int32_t marioId, int16_t level, int16_t time)
|
|
{
|
|
if (gHaptic == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
float strength = (float)level;
|
|
|
|
Uint32 duration = (Uint32)time * 2;
|
|
|
|
SDL_HapticRumblePlay(gHaptic, strength, duration);
|
|
}
|
|
|
|
int main(void)
|
|
{
|
|
size_t romSize;
|
|
|
|
uint8_t *rom = utils_read_file_alloc("baserom.us.z64", &romSize);
|
|
|
|
if (rom == nullptr)
|
|
{
|
|
printf("\nFailed to read ROM file \"baserom.us.z64\"\n\n");
|
|
return 1;
|
|
}
|
|
|
|
uint8_t *texture = (uint8_t *)malloc(4 * SM64_TEXTURE_WIDTH * SM64_TEXTURE_HEIGHT);
|
|
|
|
sm64_global_terminate();
|
|
sm64_global_init(rom, texture);
|
|
sm64_audio_init(rom);
|
|
|
|
// sm64_register_debug_print_function(DebugPrint);
|
|
sm64_register_rumble_callback_function(Rumble);
|
|
|
|
sm64_static_surfaces_load(surfaces, surfaces_count);
|
|
int32_t marioId = sm64_mario_create(-6558, 0, 6464);
|
|
|
|
printf("MarioID: %i\n", marioId);
|
|
free(rom);
|
|
|
|
RenderState renderState;
|
|
renderState.mario.index = nullptr;
|
|
vec3 cameraPos = {0, 0, 0};
|
|
float cameraRot = 0.0f;
|
|
|
|
struct Renderer *renderer;
|
|
|
|
int major, minor;
|
|
#ifdef GL33_CORE
|
|
major = 3; minor = 3;
|
|
renderer = &gl33core_renderer;
|
|
#else
|
|
major = 2;
|
|
minor = 0;
|
|
renderer = &gl20_renderer;
|
|
#endif
|
|
|
|
context_init("libsm64", 1280, 720, major, minor);
|
|
renderer->init(&renderState, texture);
|
|
|
|
IMGUI_CHECKVERSION();
|
|
ImGui::CreateContext();
|
|
|
|
// Setup Dear ImGui style
|
|
ImGui::StyleColorsDark();
|
|
|
|
// Setup Platform/Renderer backends
|
|
ImGui_ImplSDL2_InitForOpenGL(context_get_window(), context_get_gl_context());
|
|
ImGui_ImplOpenGL3_Init("#version 130"); // Use #version 130 for OpenGL 3.0+
|
|
|
|
struct SM64MarioInputs marioInputs;
|
|
struct SM64MarioState marioState;
|
|
struct SM64MarioGeometryBuffers marioGeometry;
|
|
|
|
// interpolation
|
|
float lastPos[3], currPos[3];
|
|
float lastGeoPos[9 * SM64_GEO_MAX_TRIANGLES], currGeoPos[9 * SM64_GEO_MAX_TRIANGLES];
|
|
|
|
marioGeometry.position = (float *)malloc(sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES);
|
|
marioGeometry.color = (float *)malloc(sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES);
|
|
marioGeometry.normal = (float *)malloc(sizeof(float) * 9 * SM64_GEO_MAX_TRIANGLES);
|
|
marioGeometry.uv = (float *)malloc(sizeof(float) * 6 * SM64_GEO_MAX_TRIANGLES);
|
|
marioGeometry.numTrianglesUsed = 0;
|
|
|
|
float tick = 0;
|
|
uint32_t lastTicks = SDL_GetTicks();
|
|
|
|
audio_init();
|
|
|
|
sm64_play_music(0, 0x03, 0); // from decomp/include/seq_ids.h: SEQ_LEVEL_WATER | SEQ_VARIATION
|
|
|
|
do
|
|
{
|
|
// --- ImGui frame setup ---
|
|
ImGui_ImplOpenGL3_NewFrame();
|
|
ImGui_ImplSDL2_NewFrame();
|
|
ImGui::NewFrame();
|
|
|
|
// --- Define ImGui content ---
|
|
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
|
ImGui::SetNextWindowCollapsed(true, ImGuiCond_Appearing);
|
|
ImGui::ShowDemoWindow();
|
|
|
|
// --- Game logic and input ---
|
|
float dt = (SDL_GetTicks() - lastTicks) / 1000.f;
|
|
lastTicks = SDL_GetTicks();
|
|
tick += dt;
|
|
|
|
SDL_GameController *controller = context_get_controller();
|
|
InitHaptics(controller);
|
|
float x_axis, y_axis, x0_axis;
|
|
|
|
if (!controller) // keyboard
|
|
{
|
|
const Uint8 *state = SDL_GetKeyboardState(nullptr);
|
|
|
|
float dir;
|
|
float spd = 0;
|
|
if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_RIGHT])
|
|
{
|
|
dir = -M_PI * 0.25f;
|
|
spd = 1;
|
|
}
|
|
else if (state[SDL_SCANCODE_UP] && state[SDL_SCANCODE_LEFT])
|
|
{
|
|
dir = -M_PI * 0.75f;
|
|
spd = 1;
|
|
}
|
|
else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_RIGHT])
|
|
{
|
|
dir = M_PI * 0.25f;
|
|
spd = 1;
|
|
}
|
|
else if (state[SDL_SCANCODE_DOWN] && state[SDL_SCANCODE_LEFT])
|
|
{
|
|
dir = M_PI * 0.75f;
|
|
spd = 1;
|
|
}
|
|
else if (state[SDL_SCANCODE_UP])
|
|
{
|
|
dir = -M_PI * 0.5f;
|
|
spd = 1;
|
|
}
|
|
else if (state[SDL_SCANCODE_DOWN])
|
|
{
|
|
dir = M_PI * 0.5f;
|
|
spd = 1;
|
|
}
|
|
else if (state[SDL_SCANCODE_LEFT])
|
|
{
|
|
dir = M_PI;
|
|
spd = 1;
|
|
}
|
|
else if (state[SDL_SCANCODE_RIGHT])
|
|
{
|
|
dir = 0;
|
|
spd = 1;
|
|
}
|
|
|
|
x_axis = cosf(dir) * spd;
|
|
y_axis = sinf(dir) * spd;
|
|
x0_axis = state[SDL_SCANCODE_LSHIFT] ? 1 : state[SDL_SCANCODE_RSHIFT] ? -1 : 0;
|
|
|
|
marioInputs.buttonA = state[SDL_SCANCODE_X];
|
|
marioInputs.buttonB = state[SDL_SCANCODE_C];
|
|
marioInputs.buttonZ = state[SDL_SCANCODE_Z];
|
|
}
|
|
else
|
|
{
|
|
x_axis = read_axis(SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_LEFTX));
|
|
y_axis = read_axis(SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_LEFTY));
|
|
x0_axis = read_axis(SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX));
|
|
|
|
marioInputs.buttonA = SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_A);
|
|
marioInputs.buttonB = SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_X);
|
|
marioInputs.buttonZ = SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
|
|
}
|
|
|
|
cameraRot += x0_axis * dt * 2;
|
|
cameraPos[0] = marioState.position[0] + 1000.0f * cosf(cameraRot);
|
|
cameraPos[1] = marioState.position[1] + 200.0f;
|
|
cameraPos[2] = marioState.position[2] + 1000.0f * sinf(cameraRot);
|
|
|
|
marioInputs.camLookX = marioState.position[0] - cameraPos[0];
|
|
marioInputs.camLookZ = marioState.position[2] - cameraPos[2];
|
|
marioInputs.stickX = x_axis;
|
|
marioInputs.stickY = y_axis;
|
|
|
|
while (tick >= 1.f / 30)
|
|
{
|
|
memcpy(lastPos, currPos, sizeof(currPos));
|
|
memcpy(lastGeoPos, currGeoPos, sizeof(currGeoPos));
|
|
|
|
tick -= 1.f / 30;
|
|
sm64_mario_tick(marioId, &marioInputs, &marioState, &marioGeometry);
|
|
|
|
memcpy(currPos, marioState.position, sizeof(currPos));
|
|
memcpy(currGeoPos, marioGeometry.position, sizeof(currGeoPos));
|
|
}
|
|
|
|
for (int i = 0; i < 3; i++) marioState.position[i] = lerp(lastPos[i], currPos[i], tick / (1.f / 30));
|
|
for (int i = 0; i < marioGeometry.numTrianglesUsed * 9; i++) marioGeometry.position[i] = lerp(lastGeoPos[i], currGeoPos[i], tick / (1.f / 30));
|
|
|
|
// --- Game Rendering ---
|
|
renderer->draw(&renderState, cameraPos, &marioState, &marioGeometry);
|
|
|
|
DrawMarioState(&marioState);
|
|
|
|
// --- ImGui Rendering ---
|
|
ImGui::Render(); // Prepare draw data
|
|
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); // Render ImGui draw data
|
|
}
|
|
while (context_flip_frame_poll_events());
|
|
|
|
sm64_stop_background_music(sm64_get_current_background_music());
|
|
sm64_global_terminate();
|
|
|
|
ImGui_ImplOpenGL3_Shutdown();
|
|
ImGui_ImplSDL2_Shutdown();
|
|
ImGui::DestroyContext();
|
|
|
|
context_terminate();
|
|
|
|
if (gHaptic != nullptr)
|
|
{
|
|
SDL_HapticClose(gHaptic);
|
|
gHaptic = nullptr;
|
|
}
|
|
|
|
return 0;
|
|
}
|