#include <ultra64.h>
#include "sm64.h"
#include "behavior_data.h"
#include "model_ids.h"
#include "seq_ids.h"
#include "segment_symbols.h"
#include "level_commands.h"
#include "game/level_update.h"
#include "levels/scripts.h"
#include "actors/common1.h"
#include "actors/group12.h"
#include "make_const_nonconst.h"
#include "levels/bowser_1/header.h"
const LevelScript level_bowser_1_entry[] = {
INIT_LEVEL(),
LOAD_MIO0( 0x07, _bowser_1_segment_7SegmentRomStart, _bowser_1_segment_7SegmentRomEnd),
LOAD_MIO0( 0x0A, _bidw_skybox_mio0SegmentRomStart, _bidw_skybox_mio0SegmentRomEnd),
LOAD_MIO0( 0x06, _group12_mio0SegmentRomStart, _group12_mio0SegmentRomEnd),
LOAD_RAW( 0x0D, _group12_geoSegmentRomStart, _group12_geoSegmentRomEnd),
ALLOC_LEVEL_POOL(),
MARIO( MODEL_MARIO, 0x00000001, bhvMario),
JUMP_LINK(script_func_global_13),
LOAD_MODEL_FROM_GEO(MODEL_LEVEL_GEOMETRY_03, bowser_1_yellow_sphere_geo),
AREA( 1, bowser_1_geo_0000D0),
OBJECT( MODEL_NONE, 0, 1307, 0, 0, 180, 0, 0x000A0000, bhvSpinAirborneCircleWarp),
WARP_NODE( 0x0A, LEVEL_BOWSER_1, 0x01, 0x0A, WARP_NO_CHECKPOINT),
WARP_NODE( 0xF0, LEVEL_CASTLE, 0x01, 0x24, WARP_NO_CHECKPOINT),
WARP_NODE( 0xF1, LEVEL_BITDW, 0x01, 0x0C, WARP_NO_CHECKPOINT),
TERRAIN( bowser_1_seg7_collision_level),
SET_BACKGROUND_MUSIC( 0x0002, SEQ_LEVEL_BOSS_KOOPA),
TERRAIN_TYPE( TERRAIN_STONE),
END_AREA(),
FREE_LEVEL_POOL(),
MARIO_POS( 1, 180, 0, 307, 0),
CALL( 0, lvl_init_or_update),
CALL_LOOP( 1, lvl_init_or_update),
CLEAR_LEVEL(),
SLEEP_BEFORE_EXIT( 1),
EXIT(),
};