#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 "make_const_nonconst.h"
#include "levels/castle_courtyard/header.h"
static const LevelScript script_func_local_1[] = {
OBJECT( MODEL_NONE, 0, 200, -1652, 0, 0, 0, 0x00000000, bhvAmbientSounds),
OBJECT( MODEL_NONE, -2700, 0, -1652, 0, 0, 0, 0x00000000, bhvBirdsSoundLoop),
OBJECT( MODEL_NONE, 2700, 0, -1652, 0, 0, 0, 0x00010000, bhvBirdsSoundLoop),
RETURN(),
};
static const LevelScript script_func_local_2[] = {
OBJECT( MODEL_BOO, -3217, 100, -101, 0, 0, 0, 0x00000000, bhvCourtyardBooTriplet),
OBJECT( MODEL_BOO, 3317, 100, -1701, 0, 0, 0, 0x00000000, bhvCourtyardBooTriplet),
OBJECT( MODEL_BOO, -71, 1, -1387, 0, 0, 0, 0x00000000, bhvCourtyardBooTriplet),
RETURN(),
};
const LevelScript level_castle_courtyard_entry[] = {
INIT_LEVEL(),
LOAD_MIO0( 0x07, _castle_courtyard_segment_7SegmentRomStart, _castle_courtyard_segment_7SegmentRomEnd),
LOAD_MIO0( 0x0A, _water_skybox_mio0SegmentRomStart, _water_skybox_mio0SegmentRomEnd),
LOAD_MIO0_TEXTURE( 0x09, _outside_mio0SegmentRomStart, _outside_mio0SegmentRomEnd),
LOAD_MIO0( 0x05, _group9_mio0SegmentRomStart, _group9_mio0SegmentRomEnd),
LOAD_RAW( 0x0C, _group9_geoSegmentRomStart, _group9_geoSegmentRomEnd),
LOAD_MIO0( 0x08, _common0_mio0SegmentRomStart, _common0_mio0SegmentRomEnd),
LOAD_RAW( 0x0F, _common0_geoSegmentRomStart, _common0_geoSegmentRomEnd),
ALLOC_LEVEL_POOL(),
MARIO( MODEL_MARIO, 0x00000001, bhvMario),
JUMP_LINK(script_func_global_1),
JUMP_LINK(script_func_global_10),
LOAD_MODEL_FROM_GEO(MODEL_COURTYARD_SPIKY_TREE, spiky_tree_geo),
LOAD_MODEL_FROM_GEO(MODEL_COURTYARD_WOODEN_DOOR, wooden_door_geo),
LOAD_MODEL_FROM_GEO(MODEL_LEVEL_GEOMETRY_03, castle_courtyard_geo_000200),
AREA( 1, castle_courtyard_geo_000218),
OBJECT( MODEL_BOO, -2360, -100, -2712, 0, 0, 0, 0x01050000, bhvBooWithCage),
OBJECT( MODEL_NONE, 0, 51, -1000, 0, 180, 0, 0x000A0000, bhvLaunchStarCollectWarp),
OBJECT( MODEL_NONE, 0, 51, -1000, 0, 180, 0, 0x000B0000, bhvLaunchDeathWarp),
WARP_NODE( 0x05, LEVEL_BBH, 0x01, 0x0A, WARP_NO_CHECKPOINT),
WARP_NODE( 0x0A, LEVEL_CASTLE_COURTYARD, 0x01, 0x0A, WARP_NO_CHECKPOINT),
WARP_NODE( 0x0B, LEVEL_CASTLE_COURTYARD, 0x01, 0x0B, WARP_NO_CHECKPOINT),
WARP_NODE( 0x01, LEVEL_CASTLE, 0x01, 0x02, WARP_NO_CHECKPOINT),
WARP_NODE( 0xF1, LEVEL_CASTLE_GROUNDS, 0x01, 0x03, WARP_NO_CHECKPOINT),
JUMP_LINK(script_func_local_1),
JUMP_LINK(script_func_local_2),
TERRAIN( castle_courtyard_seg7_collision),
MACRO_OBJECTS( castle_courtyard_seg7_macro_objs),
SET_BACKGROUND_MUSIC( 0x0000, SEQ_SOUND_PLAYER),
TERRAIN_TYPE( TERRAIN_STONE),
END_AREA(),
FREE_LEVEL_POOL(),
MARIO_POS( 1, 0, -14, 0, -201),
CALL( 0, lvl_init_or_update),
CALL_LOOP( 1, lvl_init_or_update),
CLEAR_LEVEL(),
SLEEP_BEFORE_EXIT( 1),
EXIT(),
};