#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/sa/header.h"
static const LevelScript script_func_local_1[] = {
OBJECT( MODEL_NONE, 0, -1000, 0, 0, 0, 0, 0x00000000, bhvFishSpawner),
OBJECT( MODEL_NONE, 0, -1000, 0, 0, 0, 0, 0x00020000, bhvFishSpawner),
RETURN(),
};
static const LevelScript script_func_local_2[] = {
OBJECT( MODEL_NONE, 0, -4250, 0, 0, 0, 0, 0x00000000, bhvHiddenRedCoinStar),
RETURN(),
};
const LevelScript level_sa_entry[] = {
INIT_LEVEL(),
LOAD_MIO0( 0x07, _sa_segment_7SegmentRomStart, _sa_segment_7SegmentRomEnd),
LOAD_MIO0_TEXTURE( 0x09, _inside_mio0SegmentRomStart, _inside_mio0SegmentRomEnd),
LOAD_MIO0( 0x0A, _cloud_floor_skybox_mio0SegmentRomStart, _cloud_floor_skybox_mio0SegmentRomEnd),
LOAD_MIO0( 0x0B, _effect_mio0SegmentRomStart, _effect_mio0SegmentRomEnd),
LOAD_MIO0( 0x05, _group4_mio0SegmentRomStart, _group4_mio0SegmentRomEnd),
LOAD_RAW( 0x0C, _group4_geoSegmentRomStart, _group4_geoSegmentRomEnd),
LOAD_MIO0( 0x06, _group13_mio0SegmentRomStart, _group13_mio0SegmentRomEnd),
LOAD_RAW( 0x0D, _group13_geoSegmentRomStart, _group13_geoSegmentRomEnd),
ALLOC_LEVEL_POOL(),
MARIO( MODEL_MARIO, 0x00000001, bhvMario),
JUMP_LINK(script_func_global_5),
JUMP_LINK(script_func_global_14),
AREA( 1, sa_geo_000170),
OBJECT( MODEL_NONE, 0, -1535, 0, 0, 90, 0, 0x000A0000, bhvSwimmingWarp),
WARP_NODE( 0x0A, LEVEL_SA, 0x01, 0x0A, WARP_NO_CHECKPOINT),
WARP_NODE( 0xF0, LEVEL_CASTLE, 0x01, 0x27, WARP_NO_CHECKPOINT),
WARP_NODE( 0xF1, LEVEL_CASTLE, 0x01, 0x28, WARP_NO_CHECKPOINT),
JUMP_LINK(script_func_local_1),
JUMP_LINK(script_func_local_2),
TERRAIN( sa_seg7_collision),
MACRO_OBJECTS( sa_seg7_macro_objs),
SET_BACKGROUND_MUSIC( 0x0003, (SEQ_LEVEL_WATER | SEQ_VARIATION)),
TERRAIN_TYPE( TERRAIN_WATER),
END_AREA(),
FREE_LEVEL_POOL(),
MARIO_POS( 1, 90, 0, -1535, 0),
CALL( 0, lvl_init_or_update),
CALL_LOOP( 1, lvl_init_or_update),
CLEAR_LEVEL(),
SLEEP_BEFORE_EXIT( 1),
EXIT(),
};