#ifndef LEVEL_SCRIPT_H #define LEVEL_SCRIPT_H #include #define MAX_PAINTING_WARP_NODES 45 struct LevelCommand; extern struct DynamicPool *gLevelPool; extern s32 gLevelScriptModIndex; extern LevelScript* gLevelScriptActive; extern u8 level_script_entry[]; /* |description| Creates a warp node in the current level and area with id `id` that goes to the warp node `destNode` in level `destLevel` and area `destArea`, and attach it to the object `o`. To work properly, object `o` must be able to trigger a warp (for example, with interact type set to `INTERACT_WARP`.) `checkpoint` should be set only to WARP_NO_CHECKPOINT (0x00) or WARP_CHECKPOINT (0x80.) If `checkpoint` is set to `0x80`, Mario will warp directly to this node if he enters the level again (after a death for example) |descriptionEnd| */ struct ObjectWarpNode *area_create_warp_node(u8 id, u8 destLevel, u8 destArea, u8 destNode, u8 checkpoint, struct Object *o); struct LevelCommand *level_script_execute(struct LevelCommand *cmd); #endif // LEVEL_SCRIPT_H