#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/sl/header.h"
static const LevelScript script_func_local_1[] = {
OBJECT_WITH_ACTS( MODEL_STAR, 700, 4500, 690, 0, 0, 0, 0x00000000, bhvStar, ALL_ACTS),
OBJECT_WITH_ACTS( MODEL_STAR, 4350, 1350, 4350, 0, 0, 0, 0x02000000, bhvStar, ALL_ACTS),
OBJECT_WITH_ACTS( MODEL_NONE, 5000, 1200, 0, 0, 0, 0, 0x04000000, bhvHiddenRedCoinStar, ALL_ACTS),
RETURN(),
};
static const LevelScript script_func_local_2[] = {
OBJECT( MODEL_NONE, 977, 1024, 2075, 0, 0, 0, 0x00000000, bhvSnowMoundSpawn),
RETURN(),
};
static const LevelScript script_func_local_3[] = {
OBJECT( MODEL_PENGUIN, 1715, 3328, 518, 0, -51, 0, 0x00000000, bhvSLWalkingPenguin),
OBJECT( MODEL_NONE, 700, 3428, 700, 0, 30, 0, 0x00000000, bhvSLSnowmanWind),
OBJECT( MODEL_NONE, 480, 2300, 1370, 0, 0, 0, 0x00000000, bhvIgloo),
OBJECT( MODEL_BIG_CHILL_BULLY, 315, 1331, -4852, 0, 0, 0, 0x01000000, bhvBigChillBully),
OBJECT( MODEL_MR_BLIZZARD_HIDDEN, 2954, 970, 750, 0, 0, 0, 0x00020000, bhvMrBlizzard),
RETURN(),
};
static const LevelScript script_func_local_4[] = {
OBJECT_WITH_ACTS( MODEL_STAR, 0, 500, 1000, 0, 0, 0, 0x05000000, bhvStar, ALL_ACTS),
RETURN(),
};
const LevelScript level_sl_entry[] = {
INIT_LEVEL(),
LOAD_MIO0( 0x07, _sl_segment_7SegmentRomStart, _sl_segment_7SegmentRomEnd),
LOAD_MIO0_TEXTURE( 0x09, _snow_mio0SegmentRomStart, _snow_mio0SegmentRomEnd),
LOAD_MIO0( 0x0B, _effect_mio0SegmentRomStart, _effect_mio0SegmentRomEnd),
LOAD_MIO0( 0x0A, _ccm_skybox_mio0SegmentRomStart, _ccm_skybox_mio0SegmentRomEnd),
LOAD_MIO0( 0x05, _group7_mio0SegmentRomStart, _group7_mio0SegmentRomEnd),
LOAD_RAW( 0x0C, _group7_geoSegmentRomStart, _group7_geoSegmentRomEnd),
LOAD_MIO0( 0x06, _group16_mio0SegmentRomStart, _group16_mio0SegmentRomEnd),
LOAD_RAW( 0x0D, _group16_geoSegmentRomStart, _group16_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_8),
JUMP_LINK(script_func_global_17),
LOAD_MODEL_FROM_GEO(MODEL_SL_SNOW_TRIANGLE, sl_geo_000390),
LOAD_MODEL_FROM_GEO(MODEL_SL_CRACKED_ICE, sl_geo_000360),
LOAD_MODEL_FROM_GEO(MODEL_SL_CRACKED_ICE_CHUNK, sl_geo_000378),
LOAD_MODEL_FROM_GEO(MODEL_SL_SNOW_TREE, snow_tree_geo),
AREA( 1, sl_geo_0003A8),
OBJECT( MODEL_NONE, 5541, 2024, 443, 0, 270, 0, 0x000A0000, bhvSpinAirborneWarp),
OBJECT( MODEL_NONE, 257, 2150, 1399, 0, 290, 0, 0x000B0000, bhvInstantActiveWarp),
OBJECT( MODEL_NONE, 569, 2150, 1336, 0, 0, 0, 0x060C0000, bhvWarp),
OBJECT( MODEL_NONE, 5468, 1056, -5400, 0, -20, 0, 0x000D0000, bhvFadingWarp),
OBJECT( MODEL_NONE, -3698, 1024, -1237, 0, 6, 0, 0x000E0000, bhvFadingWarp),
WARP_NODE( 0x0A, LEVEL_SL, 0x01, 0x0A, WARP_NO_CHECKPOINT),
WARP_NODE( 0x0B, LEVEL_SL, 0x01, 0x0B, WARP_NO_CHECKPOINT),
WARP_NODE( 0x0C, LEVEL_SL, 0x02, 0x0A, WARP_NO_CHECKPOINT),
WARP_NODE( 0x0D, LEVEL_SL, 0x01, 0x0E, WARP_NO_CHECKPOINT),
WARP_NODE( 0x0E, LEVEL_SL, 0x01, 0x0D, WARP_NO_CHECKPOINT),
JUMP_LINK(script_func_local_1),
JUMP_LINK(script_func_local_2),
JUMP_LINK(script_func_local_3),
WARP_NODE( 0xF0, LEVEL_CASTLE, 0x02, 0x36, WARP_NO_CHECKPOINT),
WARP_NODE( 0xF1, LEVEL_CASTLE, 0x02, 0x68, WARP_NO_CHECKPOINT),
TERRAIN( sl_seg7_area_1_collision),
MACRO_OBJECTS( sl_seg7_area_1_macro_objs),
SET_BACKGROUND_MUSIC( 0x0000, SEQ_LEVEL_SNOW),
TERRAIN_TYPE( TERRAIN_SNOW),
END_AREA(),
AREA( 2, sl_geo_000484),
OBJECT( MODEL_NONE, 0, 0, 2867, 0, 180, 0, 0x000A0000, bhvInstantActiveWarp),
OBJECT( MODEL_NONE, 0, 0, 3277, 0, 0, 0, 0x140B0000, bhvWarp),
WARP_NODE( 0x0A, LEVEL_SL, 0x02, 0x0A, WARP_NO_CHECKPOINT),
WARP_NODE( 0x0B, LEVEL_SL, 0x01, 0x0B, WARP_NO_CHECKPOINT),
JUMP_LINK(script_func_local_4),
WARP_NODE( 0xF0, LEVEL_CASTLE, 0x02, 0x36, WARP_NO_CHECKPOINT),
WARP_NODE( 0xF1, LEVEL_CASTLE, 0x02, 0x68, WARP_NO_CHECKPOINT),
TERRAIN( sl_seg7_area_2_collision),
MACRO_OBJECTS( sl_seg7_area_2_macro_objs),
SET_BACKGROUND_MUSIC( 0x0004, SEQ_LEVEL_UNDERGROUND),
TERRAIN_TYPE( TERRAIN_SNOW),
END_AREA(),
FREE_LEVEL_POOL(),
MARIO_POS( 1, 270, 5541, 1024, 443),
CALL( 0, lvl_init_or_update),
CALL_LOOP( 1, lvl_init_or_update),
CLEAR_LEVEL(),
SLEEP_BEFORE_EXIT( 1),
EXIT(),
};