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Special thanks to zam_boni on Discord as well Co-Authored-By: PeachyPeach <72323920+PeachyPeachSM64@users.noreply.github.com> Co-Authored-By: xLuigiGamerx <88401287+xLuigiGamerx@users.noreply.github.com>
26 lines
1 KiB
C
26 lines
1 KiB
C
#ifndef LEVEL_SCRIPT_H
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#define LEVEL_SCRIPT_H
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#include <PR/ultratypes.h>
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#define MAX_PAINTING_WARP_NODES 45
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struct LevelCommand;
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extern struct DynamicPool *gLevelPool;
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extern s32 gLevelScriptModIndex;
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extern LevelScript* gLevelScriptActive;
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extern u8 level_script_entry[];
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/* |description|
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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`.
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To work properly, object `o` must be able to trigger a warp (for example, with interact type set to `INTERACT_WARP`.)
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`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)
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|descriptionEnd| */
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struct ObjectWarpNode *area_create_warp_node(u8 id, u8 destLevel, u8 destArea, u8 destNode, u8 checkpoint, struct Object *o);
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struct LevelCommand *level_script_execute(struct LevelCommand *cmd);
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#endif // LEVEL_SCRIPT_H
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