thi_top.inc.c (1702B)
1 // thi_top.inc.c 2 3 static struct SpawnParticlesInfo sTHITopPuffs = { 4 /* bhvParam: */ 0, 5 /* count: */ 30, 6 /* model: */ MODEL_WHITE_PARTICLE_SMALL, 7 /* offsetY: */ 0, 8 /* forwardVelBase: */ 40, 9 /* forwardVelRange: */ 0, 10 /* velYBase: */ 20, 11 /* velYRange: */ 40, 12 /* gravity: */ 252, 13 /* dragStrength: */ 30, 14 /* sizeBase: */ 20.0f, 15 /* sizeRange: */ 0.0f, 16 }; 17 18 void bhv_thi_huge_island_top_loop(void) { 19 if (gTHIWaterDrained & 1) { 20 if (o->oTimer == 0) { 21 gEnvironmentRegions[18] = 3000; 22 } 23 cur_obj_hide(); 24 } else { 25 load_object_collision_model(); 26 } 27 } 28 29 void bhv_thi_tiny_island_top_loop(void) { 30 if (!(gTHIWaterDrained & 1)) { 31 if (o->oAction == 0) { 32 if (o->oDistanceToMario < 500.0f) { 33 if (gMarioStates[0].action == ACT_GROUND_POUND_LAND) { 34 o->oAction++; 35 cur_obj_spawn_particles(&sTHITopPuffs); 36 spawn_triangle_break_particles(20, MODEL_DIRT_ANIMATION, 0.3f, 3); 37 cur_obj_play_sound_2(SOUND_GENERAL_ACTIVATE_CAP_SWITCH); 38 cur_obj_hide(); 39 } 40 } 41 } else { 42 if (o->oTimer < 50) { 43 gEnvironmentRegions[18]--; 44 cur_obj_play_sound_1(SOUND_ENV_WATER_DRAIN); 45 } else { 46 gTHIWaterDrained |= 1; 47 play_puzzle_jingle(); 48 o->oAction++; 49 } 50 } 51 } else { 52 if (o->oTimer == 0) { 53 gEnvironmentRegions[18] = 700; 54 } 55 cur_obj_hide(); 56 } 57 }