#include #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" #include "make_const_nonconst.h" #include "levels/hl/header.h" const LevelScript level_hl_entry[] = { INIT_LEVEL(), LOAD_MIO0(0x7, _hl_segment_7SegmentRomStart, _hl_segment_7SegmentRomEnd), ALLOC_LEVEL_POOL(), MARIO(MODEL_MARIO, 0x00000001, bhvMario), AREA(1, hl_area_1), WARP_NODE(0x0A, 50, 0x01, 0x0A, WARP_NO_CHECKPOINT), WARP_NODE(0xF0, 51, 0x01, 0x0A, WARP_NO_CHECKPOINT), WARP_NODE(0xF1, 50, 0x01, 0x0A, WARP_NO_CHECKPOINT), WARP_NODE(0x01, 50, 0x01, 0x0A, WARP_NO_CHECKPOINT), WARP_NODE(0x02, 50, 0x01, 0x0A, WARP_NO_CHECKPOINT), OBJECT(MODEL_NONE, 0, 0, 0, 0, 0, 0, (0x64 << 24) | (0x64 << 16) | (0x78 << 8) | (0x00), bhvAmbientLight), OBJECT(MODEL_NONE, 1296, -527, -592, 0, 0, 0, 0x000A0000, bhvInstantActiveWarp), MARIO_POS(0x01, 0, 1296, -527, -592), OBJECT(MODEL_NONE, -111, -287, -1006, 0, 0, 0, (0x32 << 24) | (0x32 << 16) | (0x46 << 8) | (0x64), bhvPointLight), OBJECT(MODEL_NONE, -111, -287, -183, 0, 0, 0, (0x32 << 24) | (0x32 << 16) | (0x46 << 8) | (0x64), bhvPointLight), OBJECT(MODEL_NONE, -111, -287, -618, 0, 0, 0, (0x32 << 24) | (0x32 << 16) | (0x46 << 8) | (0x64), bhvPointLight), OBJECT(MODEL_NONE, -111, -287, -618, 0, 0, 0, (0x46 << 24) | (0x50 << 16) | (0x64 << 8) | (0x64), bhvPointLight), TERRAIN(hl_area_1_collision), MACRO_OBJECTS(hl_area_1_macro_objs), SET_BACKGROUND_MUSIC(0x00, SEQ_SOUND_PLAYER), TERRAIN_TYPE(TERRAIN_STONE), /* Fast64 begin persistent block [area commands] */ /* Fast64 end persistent block [area commands] */ END_AREA(), FREE_LEVEL_POOL(), MARIO_POS(0x01, 0, 1296, -527, -592), CALL(0, lvl_init_or_update), CALL_LOOP(1, lvl_init_or_update), CLEAR_LEVEL(), SLEEP_BEFORE_EXIT(1), EXIT(), };