#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/pss/header.h"
const LevelScript level_pss_entry[] = {
INIT_LEVEL(),
LOAD_MIO0( 0x07, _pss_segment_7SegmentRomStart, _pss_segment_7SegmentRomEnd),
LOAD_MIO0_TEXTURE( 0x09, _mountain_mio0SegmentRomStart, _mountain_mio0SegmentRomEnd),
LOAD_MIO0( 0x05, _group8_mio0SegmentRomStart, _group8_mio0SegmentRomEnd),
LOAD_RAW( 0x0C, _group8_geoSegmentRomStart, _group8_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_9),
AREA( 1, pss_geo_000100),
OBJECT( MODEL_NONE, 5632, 6751, -5631, 0, 270, 0, 0x000A0000, bhvAirborneWarp),
WARP_NODE( 0x0A, LEVEL_PSS, 0x01, 0x0A, WARP_NO_CHECKPOINT),
WARP_NODE( 0xF3, LEVEL_CASTLE, 0x01, 0x20, WARP_NO_CHECKPOINT),
WARP_NODE( 0xF0, LEVEL_CASTLE, 0x01, 0x26, WARP_NO_CHECKPOINT),
WARP_NODE( 0xF1, LEVEL_CASTLE, 0x01, 0x23, WARP_NO_CHECKPOINT),
TERRAIN( pss_seg7_collision),
MACRO_OBJECTS( pss_seg7_macro_objs),
TERRAIN_TYPE( TERRAIN_SLIDE),
SET_BACKGROUND_MUSIC( 0x0001, SEQ_LEVEL_SLIDE),
END_AREA(),
FREE_LEVEL_POOL(),
MARIO_POS( 1, 270, 5632, 6451, -5631),
CALL( 0, lvl_init_or_update),
CALL_LOOP( 1, lvl_init_or_update),
CLEAR_LEVEL(),
SLEEP_BEFORE_EXIT( 1),
EXIT(),
};