Path: blob/master/src/game/behaviors/breakable_wall.inc.c
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// breakable_wall.c.inc12void bhv_wf_breakable_wall_loop(void) {3if (gMarioStates[0].action == ACT_SHOT_FROM_CANNON) {4cur_obj_become_tangible();5if (obj_check_if_collided_with_object(o, gMarioObject)) {6if (cur_obj_has_behavior(bhvWfBreakableWallRight))7play_puzzle_jingle();8if (configBetterBlastAwayTheWall && cur_obj_has_behavior(bhvWfBreakableWallLeft))9play_sound(SOUND_MARIO_DOH, gMarioState->marioObj->header.gfx.cameraToObject);10create_sound_spawner(SOUND_GENERAL_WALL_EXPLOSION);11o->oInteractType = 8;12if (configBetterBlastAwayTheWall && cur_obj_has_behavior(bhvWfBreakableWallRight)) {13set_mario_action(gMarioState, ACT_SPAWN_SPIN_AIRBORNE, 0);14set_camera_mode(gMarioState->area->camera, gMarioState->area->camera->defMode, 1);15gMarioState->vel[1] = 32.0f;16}17else18o->oDamageOrCoinValue = 1;19obj_explode_and_spawn_coins(80.0f, 0);20}21} else22cur_obj_become_intangible();23}242526