Super Mario 64 Source
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Macros
object_constants.h File Reference

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Macros

#define ACTIVE_FLAG_ACTIVE   (1 << 0)
 
#define ACTIVE_FLAG_FAR_AWAY   (1 << 1)
 
#define ACTIVE_FLAG_UNK2   (1 << 2)
 
#define ACTIVE_FLAG_IN_DIFFERENT_ROOM   (1 << 3)
 
#define ACTIVE_FLAG_UNIMPORTANT   (1 << 4)
 
#define ACTIVE_FLAG_INITIATED_TIME_STOP   (1 << 5)
 
#define ACTIVE_FLAG_MOVE_THROUGH_GRATE   (1 << 6)
 
#define ACTIVE_FLAG_UNK7   (1 << 7)
 
#define ACTIVE_FLAG_UNK8   (1 << 8)
 
#define ACTIVE_FLAG_UNK9   (1 << 9)
 
#define ACTIVE_FLAG_UNK10   (1 << 10)
 
#define ACTIVE_FLAGS_DEACTIVATED   0
 
#define RESPAWN_INFO_TYPE_NULL   0
 
#define RESPAWN_INFO_TYPE_32   1
 
#define RESPAWN_INFO_TYPE_16   2
 
#define RESPAWN_INFO_DONT_RESPAWN   0xFF
 
#define OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE   (1 << 0)
 
#define OBJ_FLAG_MOVE_XZ_USING_FVEL   (1 << 1)
 
#define OBJ_FLAG_MOVE_Y_WITH_TERMINAL_VEL   (1 << 2)
 
#define OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW   (1 << 3)
 
#define OBJ_FLAG_0010   (1 << 4)
 
#define OBJ_FLAG_0020   (1 << 5)
 
#define OBJ_FLAG_COMPUTE_DIST_TO_MARIO   (1 << 6)
 
#define OBJ_FLAG_ACTIVE_FROM_AFAR   (1 << 7)
 
#define OBJ_FLAG_0100   (1 << 8)
 
#define OBJ_FLAG_TRANSFORM_RELATIVE_TO_PARENT   (1 << 9)
 
#define OBJ_FLAG_HOLDABLE   (1 << 10)
 
#define OBJ_FLAG_0800   (1 << 11)
 
#define OBJ_FLAG_1000   (1 << 12)
 
#define OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO   (1 << 13)
 
#define OBJ_FLAG_PERSISTENT_RESPAWN   (1 << 14)
 
#define OBJ_FLAG_8000   (1 << 15)
 
#define OBJ_FLAG_30   (1 << 30)
 
#define HELD_FREE   0
 
#define HELD_HELD   1
 
#define HELD_THROWN   2
 
#define HELD_DROPPED   3
 
#define DIALOG_UNK1_ENABLE_TIME_STOP   0
 
#define DIALOG_UNK1_INTERRUPT_MARIO_ACTION   1
 
#define DIALOG_UNK1_BEGIN_DIALOG   2
 
#define DIALOG_UNK1_AWAIT_DIALOG   3
 
#define DIALOG_UNK1_DISABLE_TIME_STOP   4
 
#define DIALOG_UNK1_FLAG_1   (1 << 1)
 
#define DIALOG_UNK1_FLAG_2   (1 << 2)
 
#define DIALOG_UNK1_FLAG_4   (1 << 4)
 
#define DIALOG_UNK2_ENABLE_TIME_STOP   0
 
#define DIALOG_UNK2_TURN_AND_INTERRUPT_MARIO_ACTION   1
 
#define DIALOG_UNK2_AWAIT_DIALOG   2
 
#define DIALOG_UNK2_END_DIALOG   3
 
#define DIALOG_UNK2_FLAG_0   (1 << 0)
 
#define DIALOG_UNK2_LEAVE_TIME_STOP_ENABLED   (1 << 4)
 
#define OBJ_MOVE_LANDED   (1 << 0)
 
#define OBJ_MOVE_ON_GROUND   (1 << 1)
 
#define OBJ_MOVE_LEFT_GROUND   (1 << 2)
 
#define OBJ_MOVE_ENTERED_WATER   (1 << 3)
 
#define OBJ_MOVE_AT_WATER_SURFACE   (1 << 4)
 
#define OBJ_MOVE_UNDERWATER_OFF_GROUND   (1 << 5)
 
#define OBJ_MOVE_UNDERWATER_ON_GROUND   (1 << 6)
 
#define OBJ_MOVE_IN_AIR   (1 << 7)
 
#define OBJ_MOVE_8   (1 << 8)
 
#define OBJ_MOVE_HIT_WALL   (1 << 9)
 
#define OBJ_MOVE_HIT_EDGE   (1 << 10)
 
#define OBJ_MOVE_ABOVE_LAVA   (1 << 11)
 
#define OBJ_MOVE_LEAVING_WATER   (1 << 12)
 
#define OBJ_MOVE_13   (1 << 13)
 
#define OBJ_MOVE_ABOVE_DEATH_BARRIER   (1 << 14)
 
#define OBJ_MOVE_MASK_ON_GROUND   (OBJ_MOVE_LANDED | OBJ_MOVE_ON_GROUND)
 
#define OBJ_MOVE_MASK_33   0x33
 
#define OBJ_MOVE_MASK_IN_WATER
 
#define OBJ_MOVE_MASK_HIT_WALL_OR_IN_WATER   (OBJ_MOVE_HIT_WALL | OBJ_MOVE_MASK_IN_WATER)
 
#define ACTIVE_PARTICLE_0   0x00000001
 
#define ACTIVE_PARTICLE_3   0x00000008
 
#define ACTIVE_PARTICLE_4   0x00000010
 
#define ACTIVE_PARTICLE_5   0x00000020
 
#define ACTIVE_PARTICLE_6   0x00000040
 
#define ACTIVE_PARTICLE_7   0x00000080
 
#define ACTIVE_PARTICLE_8   0x00000100
 
#define ACTIVE_PARTICLE_9   0x00000200
 
#define ACTIVE_PARTICLE_10   0x00000400
 
#define ACTIVE_PARTICLE_11   0x00000800
 
#define ACTIVE_PARTICLE_12   0x00001000
 
#define ACTIVE_PARTICLE_13   0x00002000
 
#define ACTIVE_PARTICLE_14   0x00004000
 
#define ACTIVE_PARTICLE_15   0x00008000
 
#define ACTIVE_PARTICLE_16   0x00010000
 
#define ACTIVE_PARTICLE_17   0x00020000
 
#define ACTIVE_PARTICLE_18   0x00040000
 
#define ACTIVE_PARTICLE_19   0x00080000
 
#define OBJ_ACT_LAVA_DEATH   100
 
#define OBJ_ACT_DEATH_PLANE_DEATH   101
 
#define OBJ_ACT_HORIZONTAL_KNOCKBACK   100
 
#define OBJ_ACT_VERTICAL_KNOCKBACK   101
 
#define OBJ_ACT_SQUISHED   102
 
#define TTC_SPEED_SLOW   0
 
#define TTC_SPEED_FAST   1
 
#define TTC_SPEED_RANDOM   2
 
#define TTC_SPEED_STOPPED   3
 
#define BOBOMB_BP_STYPE_GENERIC   0
 
#define BOBOMB_BP_STYPE_STATIONARY   1
 
#define BOBOMB_ACT_PATROL   0
 
#define BOBOMB_ACT_LAUNCHED   1
 
#define BOBOMB_ACT_CHASE_MARIO   2
 
#define BOBOMB_ACT_EXPLODE   3
 
#define BOBOMB_ACT_LAVA_DEATH   100
 
#define BOBOMB_ACT_DEATH_PLANE_DEATH   101
 
#define HIDDEN_BLUE_COIN_ACT_INACTIVE   0
 
#define HIDDEN_BLUE_COIN_ACT_WAITING   1
 
#define HIDDEN_BLUE_COIN_ACT_ACTIVE   2
 
#define BLUE_COIN_SWITCH_ACT_IDLE   0
 
#define BLUE_COIN_SWITCH_ACT_RECEDING   1
 
#define BLUE_COIN_SWITCH_ACT_TICKING   2
 
#define MOV_BCOIN_ACT_STILL   0
 
#define MOV_BCOIN_ACT_MOVING   1
 
#define MOV_YCOIN_ACT_IDLE   0
 
#define MOV_YCOIN_ACT_BLINKING   1
 
#define MOV_YCOIN_ACT_LAVA_DEATH   100
 
#define MOV_YCOIN_ACT_DEATH_PLANE_DEATH   101
 
#define BOBOMB_BUDDY_BP_STYPE_GENERIC   0
 
#define BOBOMB_BUDDY_BP_STYPE_BOB_GRASS_KBB   1
 
#define BOBOMB_BUDDY_BP_STYPE_BOB_CANNON_KBB   2
 
#define BOBOMB_BUDDY_BP_STYPE_BOB_GRASS   3
 
#define BOBOMB_BUDDY_ACT_IDLE   0
 
#define BOBOMB_BUDDY_ACT_TURN_TO_TALK   2
 
#define BOBOMB_BUDDY_ACT_TALK   3
 
#define BOBOMB_BUDDY_ROLE_ADVICE   0
 
#define BOBOMB_BUDDY_ROLE_CANNON   1
 
#define BOBOMB_BUDDY_CANNON_UNOPENED   0
 
#define BOBOMB_BUDDY_CANNON_OPENING   1
 
#define BOBOMB_BUDDY_CANNON_OPENED   2
 
#define BOBOMB_BUDDY_CANNON_STOP_TALKING   3
 
#define BOBOMB_BUDDY_HAS_NOT_TALKED   0
 
#define BOBOMB_BUDDY_HAS_TALKED   2
 
#define CANNON_TRAP_DOOR_ACT_CLOSED   0
 
#define CANNON_TRAP_DOOR_ACT_CAM_ZOOM   1
 
#define CANNON_TRAP_DOOR_ACT_OPENING   2
 
#define CANNON_TRAP_DOOR_ACT_OPEN   3
 
#define HOMING_AMP_ACT_INACTIVE   0
 
#define HOMING_AMP_ACT_APPEAR   1
 
#define HOMING_AMP_ACT_CHASE   2
 
#define HOMING_AMP_ACT_GIVE_UP   3
 
#define HOMING_AMP_ACT_ATTACK_COOLDOWN   4
 
#define AMP_BP_ROT_RADIUS_200   0
 
#define AMP_BP_ROT_RADIUS_300   1
 
#define AMP_BP_ROT_RADIUS_400   2
 
#define AMP_BP_ROT_RADIUS_0   3
 
#define AMP_ACT_IDLE   2
 
#define AMP_ACT_ATTACK_COOLDOWN   4
 
#define BUTTERFLY_ACT_RESTING   0
 
#define BUTTERFLY_ACT_FOLLOW_MARIO   1
 
#define BUTTERFLY_ACT_RETURN_HOME   2
 
#define HOOT_AVAIL_ASLEEP_IN_TREE   0
 
#define HOOT_AVAIL_WANTS_TO_TALK   1
 
#define HOOT_AVAIL_READY_TO_FLY   2
 
#define HOOT_ACT_ASCENT   0
 
#define HOOT_ACT_CARRY   1
 
#define HOOT_ACT_TIRED   2
 
#define BULLY_BP_SIZE_SMALL   0
 
#define BULLY_BP_SIZE_BIG   1
 
#define BULLY_ACT_PATROL   0
 
#define BULLY_ACT_CHASE_MARIO   1
 
#define BULLY_ACT_KNOCKBACK   2
 
#define BULLY_ACT_BACK_UP   3
 
#define BULLY_ACT_INACTIVE   4
 
#define BULLY_ACT_ACTIVATE_AND_FALL   5
 
#define BULLY_ACT_LAVA_DEATH   100
 
#define BULLY_ACT_DEATH_PLANE_DEATH   101
 
#define BULLY_STYPE_GENERIC   0
 
#define BULLY_STYPE_MINION   1
 
#define BULLY_STYPE_CHILL   16
 
#define WATER_RING_ACT_NOT_COLLECTED   0
 
#define WATER_RING_ACT_COLLECTED   1
 
#define JS_RING_SPAWNER_ACT_ACTIVE   0
 
#define JS_RING_SPAWNER_ACT_INACTIVE   1
 
#define CELEB_STAR_ACT_SPIN_AROUND_MARIO   0
 
#define CELEB_STAR_ACT_FACE_CAMERA   1
 
#define LLL_DRAWBRIDGE_ACT_LOWER   0
 
#define LLL_DRAWBRIDGE_ACT_RAISE   1
 
#define BOMP_ACT_WAIT   0
 
#define BOMP_ACT_POKE_OUT   1
 
#define BOMP_ACT_EXTEND   2
 
#define BOMP_ACT_RETRACT   3
 
#define WF_SLID_BRICK_PTFM_BP_MOV_VEL_10   1
 
#define WF_SLID_BRICK_PTFM_BP_MOV_VEL_15   2
 
#define WF_SLID_BRICK_PTFM_BP_MOV_VEL_20   3
 
#define WF_SLID_BRICK_PTFM_ACT_WAIT   0
 
#define WF_SLID_BRICK_PTFM_ACT_EXTEND   1
 
#define WF_SLID_BRICK_PTFM_ACT_RETRACT   2
 
#define FAKE_MONEYBAG_COIN_ACT_IDLE   0
 
#define FAKE_MONEYBAG_COIN_ACT_TRANSFORM   1
 
#define MONEYBAG_ACT_APPEAR   0
 
#define MONEYBAG_ACT_UNUSED_APPEAR   1
 
#define MONEYBAG_ACT_MOVE_AROUND   2
 
#define MONEYBAG_ACT_RETURN_HOME   3
 
#define MONEYBAG_ACT_DISAPPEAR   4
 
#define MONEYBAG_ACT_DEATH   5
 
#define MONEYBAG_JUMP_LANDING   0
 
#define MONEYBAG_JUMP_PREPARE   1
 
#define MONEYBAG_JUMP_JUMP   2
 
#define MONEYBAG_JUMP_JUMP_AND_BOUNCE   3
 
#define MONEYBAG_JUMP_WALK_AROUND   4
 
#define MONEYBAG_JUMP_WALK_HOME   5
 
#define BBALL_ACT_INITIALIZE   0
 
#define BBALL_ACT_ROLL   1
 
#define BBALL_BP_STYPE_BOB_UPPER   0
 
#define BBALL_BP_STYPE_TTM   1
 
#define BBALL_BP_STYPE_BOB_LOWER   2
 
#define BBALL_BP_STYPE_THI_LARGE   3
 
#define BBALL_BP_STYPE_THI_SMALL   4
 
#define FREE_BBALL_ACT_IDLE   0
 
#define FREE_BBALL_ACT_ROLL   1
 
#define FREE_BBALL_ACT_RESET   2
 
#define BETA_CHEST_ACT_IDLE_CLOSED   0
 
#define BETA_CHEST_ACT_OPENING   1
 
#define BETA_CHEST_ACT_IDLE_OPEN   2
 
#define BBH_TILTING_TRAP_PLATFORM_ACT_MARIO_ON   0
 
#define BBH_TILTING_TRAP_PLATFORM_ACT_MARIO_OFF   1
 
#define BOO_DEATH_STATUS_ALIVE   0
 
#define BOO_DEATH_STATUS_DYING   1
 
#define BOO_DEATH_STATUS_DEAD   2
 
#define BETA_BOO_KEY_ACT_IN_BOO   0
 
#define BETA_BOO_KEY_ACT_DROPPING   1
 
#define BETA_BOO_KEY_ACT_DROPPED   2
 
#define BOO_CAGE_ACT_IN_BOO   0
 
#define BOO_CAGE_ACT_FALLING   1
 
#define BOO_CAGE_ACT_ON_GROUND   2
 
#define BOO_CAGE_ACT_MARIO_JUMPING_IN   3
 
#define BOO_CAGE_ACT_USELESS   4
 
#define HAUNTED_BOOKSHELF_ACT_IDLE   0
 
#define HAUNTED_BOOKSHELF_ACT_RECEDE   1
 
#define BBH_NEAR_MERRY_GO_ROUND_ROOM   10
 
#define BBH_DYNAMIC_SURFACE_ROOM   0
 
#define BBH_OUTSIDE_ROOM   13
 
#define ARROW_LIFT_ACT_IDLE   0
 
#define ARROW_LIFT_ACT_MOVING_AWAY   1
 
#define ARROW_LIFT_ACT_MOVING_BACK   2
 
#define ARROW_LIFT_NOT_DONE_MOVING   0
 
#define ARROW_LIFT_DONE_MOVING   1
 
#define YOSHI_ACT_IDLE   0
 
#define YOSHI_ACT_WALK   1
 
#define YOSHI_ACT_TALK   2
 
#define YOSHI_ACT_WALK_JUMP_OFF_ROOF   3
 
#define YOSHI_ACT_FINISH_JUMPING_AND_DESPAWN   4
 
#define YOSHI_ACT_GIVE_PRESENT   5
 
#define YOSHI_ACT_CREDITS   10
 
#define KOOPA_UNSHELLED_ACT_RUN   0
 
#define KOOPA_UNSHELLED_ACT_DIVE   1
 
#define KOOPA_UNSHELLED_ACT_LYING   2
 
#define KOOPA_UNSHELLED_ACT_UNUSED3   3
 
#define KOOPA_SHELLED_ACT_STOPPED   0
 
#define KOOPA_SHELLED_ACT_WALK   1
 
#define KOOPA_SHELLED_ACT_RUN_FROM_MARIO   2
 
#define KOOPA_SHELLED_ACT_LYING   3
 
#define KOOPA_SHELLED_ACT_DIE   4
 
#define KOOPA_THE_QUICK_ACT_WAIT_BEFORE_RACE   0
 
#define KOOPA_THE_QUICK_ACT_UNUSED1   1
 
#define KOOPA_THE_QUICK_ACT_SHOW_INIT_TEXT   2
 
#define KOOPA_THE_QUICK_ACT_RACE   3
 
#define KOOPA_THE_QUICK_ACT_DECELERATE   4
 
#define KOOPA_THE_QUICK_ACT_STOP   5
 
#define KOOPA_THE_QUICK_ACT_AFTER_RACE   6
 
#define KOOPA_SHELLED_SUB_ACT_START_WALK   0
 
#define KOOPA_SHELLED_SUB_ACT_WALK   1
 
#define KOOPA_SHELLED_SUB_ACT_STOP_WALK   2
 
#define KOOPA_THE_QUICK_SUB_ACT_START_RUN   0
 
#define KOOPA_THE_QUICK_SUB_ACT_RUN   1
 
#define KOOPA_THE_QUICK_SUB_ACT_JUMP   2
 
#define KOOPA_THE_QUICK_BOB_INDEX   0
 
#define KOOPA_THE_QUICK_THI_INDEX   1
 
#define KOOPA_BP_UNSHELLED   0
 
#define KOOPA_BP_NORMAL   1
 
#define KOOPA_BP_KOOPA_THE_QUICK_BASE   2
 
#define KOOPA_BP_KOOPA_THE_QUICK_BOB   (KOOPA_BP_KOOPA_THE_QUICK_BASE + KOOPA_THE_QUICK_BOB_INDEX)
 
#define KOOPA_BP_KOOPA_THE_QUICK_THI   (KOOPA_BP_KOOPA_THE_QUICK_BASE + KOOPA_THE_QUICK_THI_INDEX)
 
#define KOOPA_BP_TINY   4
 
#define POKEY_ACT_UNINITIALIZED   0
 
#define POKEY_ACT_WANDER   1
 
#define POKEY_ACT_UNLOAD_PARTS   2
 
#define SWOOP_ACT_IDLE   0
 
#define SWOOP_ACT_MOVE   1
 
#define FLY_GUY_ACT_IDLE   0
 
#define FLY_GUY_ACT_APPROACH_MARIO   1
 
#define FLY_GUY_ACT_LUNGE   2
 
#define FLY_GUY_ACT_SHOOT_FIRE   3
 
#define GOOMBA_TRIPLET_SPAWNER_BP_SIZE_MASK   0x00000003
 
#define GOOMBA_TRIPLET_SPAWNER_BP_EXTRA_GOOMBAS_MASK   0x000000FC
 
#define GOOMBA_TRIPLET_SPAWNER_ACT_UNLOADED   0
 
#define GOOMBA_TRIPLET_SPAWNER_ACT_LOADED   1
 
#define GOOMBA_BP_SIZE_MASK   0x00000003
 
#define GOOMBA_SIZE_REGULAR   0
 
#define GOOMBA_SIZE_HUGE   1
 
#define GOOMBA_SIZE_TINY   2
 
#define GOOMBA_BP_TRIPLET_FLAG_MASK   0x000000FC
 
#define GOOMBA_ACT_WALK   0
 
#define GOOMBA_ACT_ATTACKED_MARIO   1
 
#define GOOMBA_ACT_JUMP   2
 
#define CHAIN_CHOMP_ACT_UNINITIALIZED   0
 
#define CHAIN_CHOMP_ACT_MOVE   1
 
#define CHAIN_CHOMP_ACT_UNLOAD_CHAIN   2
 
#define CHAIN_CHOMP_SUB_ACT_TURN   0
 
#define CHAIN_CHOMP_SUB_ACT_LUNGE   1
 
#define CHAIN_CHOMP_NOT_RELEASED   0
 
#define CHAIN_CHOMP_RELEASED_TRIGGER_CUTSCENE   1
 
#define CHAIN_CHOMP_RELEASED_LUNGE_AROUND   2
 
#define CHAIN_CHOMP_RELEASED_BREAK_GATE   3
 
#define CHAIN_CHOMP_RELEASED_JUMP_AWAY   4
 
#define CHAIN_CHOMP_RELEASED_END_CUTSCENE   5
 
#define CHAIN_CHOMP_CHAIN_PART_BP_PIVOT   0
 
#define WOODEN_POST_BP_NO_COINS_MASK   0x0000FF00
 
#define WIGGLER_ACT_UNINITIALIZED   0
 
#define WIGGLER_ACT_WALK   1
 
#define WIGGLER_ACT_KNOCKBACK   2
 
#define WIGGLER_ACT_JUMPED_ON   3
 
#define WIGGLER_ACT_SHRINK   4
 
#define WIGGLER_ACT_FALL_THROUGH_FLOOR   5
 
#define WIGGLER_TEXT_STATUS_AWAIT_DIALOG   0
 
#define WIGGLER_TEXT_STATUS_SHOWING_DIALOG   1
 
#define WIGGLER_TEXT_STATUS_COMPLETED_DIALOG   2
 
#define SPINY_ACT_WALK   0
 
#define SPINY_ACT_HELD_BY_LAKITU   1
 
#define SPINY_ACT_THROWN_BY_LAKITU   2
 
#define SPINY_ACT_ATTACKED_MARIO   3
 
#define ENEMY_LAKITU_ACT_UNINITIALIZED   0
 
#define ENEMY_LAKITU_ACT_MAIN   1
 
#define ENEMY_LAKITU_SUB_ACT_NO_SPINY   0
 
#define ENEMY_LAKITU_SUB_ACT_HOLD_SPINY   1
 
#define ENEMY_LAKITU_SUB_ACT_THROW_SPINY   2
 
#define CLOUD_ACT_SPAWN_PARTS   0
 
#define CLOUD_ACT_MAIN   1
 
#define CLOUD_ACT_UNLOAD   2
 
#define CLOUD_ACT_FWOOSH_HIDDEN   3
 
#define CLOUD_BP_FWOOSH   0
 
#define CLOUD_BP_LAKITU_CLOUD   1
 
#define CAMERA_LAKITU_INTRO_ACT_TRIGGER_CUTSCENE   0
 
#define CAMERA_LAKITU_INTRO_ACT_SPAWN_CLOUD   1
 
#define CAMERA_LAKITU_INTRO_ACT_UNK2   2
 
#define CAMERA_LAKITU_BP_FOLLOW_CAMERA   0
 
#define CAMERA_LAKITU_BP_INTRO   1
 
#define MONTY_MOLE_ACT_SELECT_HOLE   0
 
#define MONTY_MOLE_ACT_RISE_FROM_HOLE   1
 
#define MONTY_MOLE_ACT_SPAWN_ROCK   2
 
#define MONTY_MOLE_ACT_BEGIN_JUMP_INTO_HOLE   3
 
#define MONTY_MOLE_ACT_THROW_ROCK   4
 
#define MONTY_MOLE_ACT_JUMP_INTO_HOLE   5
 
#define MONTY_MOLE_ACT_HIDE   6
 
#define MONTY_MOLE_ACT_JUMP_OUT_OF_HOLE   7
 
#define MONTY_MOLE_BP_NO_ROCK   0
 
#define MONTY_MOLE_ROCK_ACT_HELD   0
 
#define MONTY_MOLE_ROCK_ACT_MOVE   1
 
#define PIRANHA_PLANT_ACT_IDLE   0
 
#define PIRANHA_PLANT_ACT_SLEEPING   1
 
#define PIRANHA_PLANT_ACT_BITING   2
 
#define PIRANHA_PLANT_ACT_WOKEN_UP   3
 
#define PIRANHA_PLANT_ACT_STOPPED_BITING   4
 
#define PIRANHA_PLANT_ACT_ATTACKED   5
 
#define PIRANHA_PLANT_ACT_SHRINK_AND_DIE   6
 
#define PIRANHA_PLANT_ACT_WAIT_TO_RESPAWN   7
 
#define PIRANHA_PLANT_ACT_RESPAWN   8
 
#define PIRANHA_PLANT_BUBBLE_ACT_IDLE   0
 
#define PIRANHA_PLANT_BUBBLE_ACT_GROW_SHRINK_LOOP   1
 
#define PIRANHA_PLANT_BUBBLE_ACT_BURST   2
 
#define PLATFORM_ON_TRACK_ACT_INIT   0
 
#define PLATFORM_ON_TRACK_ACT_WAIT_FOR_MARIO   1
 
#define PLATFORM_ON_TRACK_ACT_MOVE_ALONG_TRACK   2
 
#define PLATFORM_ON_TRACK_ACT_PAUSE_BRIEFLY   3
 
#define PLATFORM_ON_TRACK_ACT_FALL   4
 
#define PLATFORM_ON_TRACK_BP_MASK_PATH   0xF
 
#define PLATFORM_ON_TRACK_BP_MASK_TYPE   (0x7 << 4)
 
#define PLATFORM_ON_TRACK_BP_RETURN_TO_START   (1 << 8)
 
#define PLATFORM_ON_TRACK_BP_DONT_DISAPPEAR   (1 << 9)
 
#define PLATFORM_ON_TRACK_BP_DONT_TURN_YAW   (1 << 10)
 
#define PLATFORM_ON_TRACK_BP_DONT_TURN_ROLL   (1 << 11)
 
#define PLATFORM_ON_TRACK_TYPE_CARPET   0
 
#define PLATFORM_ON_TRACK_TYPE_SKI_LIFT   1
 
#define PLATFORM_ON_TRACK_TYPE_CHECKERED   2
 
#define PLATFORM_ON_TRACK_TYPE_GRATE   3
 
#define PURPLE_SWITCH_IDLE   0
 
#define PURPLE_SWITCH_PRESSED   1
 
#define PURPLE_SWITCH_TICKING   2
 
#define PURPLE_SWITCH_UNPRESSED   3
 
#define PURPLE_SWITCH_WAIT_FOR_MARIO_TO_GET_OFF   4
 
#define PYRAMID_ELEVATOR_IDLE   0
 
#define PYRAMID_ELEVATOR_START_MOVING   1
 
#define PYRAMID_ELEVATOR_CONSTANT_VELOCITY   2
 
#define PYRAMID_ELEVATOR_AT_BOTTOM   3
 
#define PYRAMID_TOP_ACT_CHECK_IF_SOLVED   0
 
#define PYRAMID_TOP_ACT_SPINNING   1
 
#define PYRAMID_TOP_ACT_EXPLODE   2
 
#define PYRAMID_WALL_ACT_MOVING_DOWN   0
 
#define PYRAMID_WALL_ACT_MOVING_UP   1
 
#define PYRAMID_WALL_BP_POSITION_HIGH   0
 
#define PYRAMID_WALL_BP_POSITION_MIDDLE   1
 
#define PYRAMID_WALL_BP_POSITION_LOW   2
 
#define PENGUIN_WALK_BABY   0
 
#define PENGUIN_WALK_BIG   1
 
#define WATER_BOMB_ACT_SHOT_FROM_CANNON   0
 
#define WATER_BOMB_ACT_INIT   1
 
#define WATER_BOMB_ACT_DROP   2
 
#define WATER_BOMB_ACT_EXPLODE   3
 
#define TTC_ROTATING_SOLID_BP_CUBE   0
 
#define TTC_ROTATING_SOLID_BP_TRIANGULAR_PRISM   1
 
#define TTC_MOVING_BAR_ACT_WAIT   0
 
#define TTC_MOVING_BAR_ACT_PULL_BACK   1
 
#define TTC_MOVING_BAR_ACT_EXTEND   2
 
#define TTC_MOVING_BAR_ACT_RETRACT   3
 
#define TTC_COG_BP_SHAPE_MASK   0x00000002
 
#define TTC_COG_BP_SHAPE_HEXAGON   (0 << 1)
 
#define TTC_COG_BP_SHAPE_TRIANGLE   (1 << 1)
 
#define TTC_COG_BP_DIR_MASK   0x00000001
 
#define TTC_COG_BP_DIR_CCW   (0 << 0)
 
#define TTC_COG_BP_DIR_CW   (1 << 0)
 
#define TTC_2D_ROTATOR_BP_HAND   0
 
#define TTC_2D_ROTATOR_BP_2D_COG   1
 
#define ACTIVATED_BF_PLAT_TYPE_BITS_ARROW_PLAT   0
 
#define ACTIVATED_BF_PLAT_TYPE_BITFS_MESH_PLAT   1
 
#define ACTIVATED_BF_PLAT_TYPE_BITFS_ELEVATOR   2
 
#define DORRIE_ACT_MOVE   0
 
#define DORRIE_ACT_LOWER_HEAD   1
 
#define DORRIE_ACT_RAISE_HEAD   2
 
#define MAD_PIANO_ACT_WAIT   0
 
#define MAD_PIANO_ACT_ATTACK   1
 
#define FIRE_PIRANHA_PLANT_ACT_HIDE   0
 
#define FIRE_PIRANHA_PLANT_ACT_GROW   1
 
#define FIRE_SPITTER_ACT_IDLE   0
 
#define FIRE_SPITTER_ACT_SPIT_FIRE   1
 
#define EYEROK_BOSS_ACT_SLEEP   0
 
#define EYEROK_BOSS_ACT_WAKE_UP   1
 
#define EYEROK_BOSS_ACT_SHOW_INTRO_TEXT   2
 
#define EYEROK_BOSS_ACT_FIGHT   3
 
#define EYEROK_BOSS_ACT_DIE   4
 
#define EYEROK_HAND_ACT_SLEEP   0
 
#define EYEROK_HAND_ACT_IDLE   1
 
#define EYEROK_HAND_ACT_OPEN   2
 
#define EYEROK_HAND_ACT_SHOW_EYE   3
 
#define EYEROK_HAND_ACT_CLOSE   4
 
#define EYEROK_HAND_ACT_RETREAT   5
 
#define EYEROK_HAND_ACT_TARGET_MARIO   6
 
#define EYEROK_HAND_ACT_SMASH   7
 
#define EYEROK_HAND_ACT_FIST_PUSH   8
 
#define EYEROK_HAND_ACT_FIST_SWEEP   9
 
#define EYEROK_HAND_ACT_BEGIN_DOUBLE_POUND   10
 
#define EYEROK_HAND_ACT_DOUBLE_POUND   11
 
#define EYEROK_HAND_ACT_ATTACKED   12
 
#define EYEROK_HAND_ACT_RECOVER   13
 
#define EYEROK_HAND_ACT_BECOME_ACTIVE   14
 
#define EYEROK_HAND_ACT_DIE   15
 
#define KLEPTO_ACT_CIRCLE_TARGET_HOLDING   0
 
#define KLEPTO_ACT_APPROACH_TARGET_HOLDING   1
 
#define KLEPTO_ACT_WAIT_FOR_MARIO   2
 
#define KLEPTO_ACT_TURN_TOWARD_MARIO   3
 
#define KLEPTO_ACT_DIVE_AT_MARIO   4
 
#define KLEPTO_ACT_RESET_POSITION   5
 
#define KLEPTO_ACT_STRUCK_BY_MARIO   6
 
#define KLEPTO_ACT_RETREAT   7
 
#define KLEPTO_ANIM_STATE_HOLDING_NOTHING   0
 
#define KLEPTO_ANIM_STATE_HOLDING_CAP   1
 
#define KLEPTO_ANIM_STATE_HOLDING_STAR   2
 
#define BIRD_ACT_INACTIVE   0
 
#define BIRD_ACT_FLY   1
 
#define BIRD_BP_SPAWNED   0
 
#define BIRD_BP_SPAWNER   1
 
#define RACING_PENGUIN_ACT_WAIT_FOR_MARIO   0
 
#define RACING_PENGUIN_ACT_SHOW_INIT_TEXT   1
 
#define RACING_PENGUIN_ACT_PREPARE_FOR_RACE   2
 
#define RACING_PENGUIN_ACT_RACE   3
 
#define RACING_PENGUIN_ACT_FINISH_RACE   4
 
#define RACING_PENGUIN_ACT_SHOW_FINAL_TEXT   5
 
#define SKEETER_ACT_IDLE   0
 
#define SKEETER_ACT_LUNGE   1
 
#define SKEETER_ACT_WALK   2
 
#define TRIPLET_BUTTERFLY_ACT_INIT   0
 
#define TRIPLET_BUTTERFLY_ACT_WANDER   1
 
#define TRIPLET_BUTTERFLY_ACT_ACTIVATE   2
 
#define TRIPLET_BUTTERFLY_ACT_EXPLODE   3
 
#define TRIPLET_BUTTERFLY_BP_BUTTERFLY_NUM   0x00000003
 
#define TRIPLET_BUTTERFLY_BP_NO_BOMBS   0x00000004
 
#define TRIPLET_BUTTERFLY_TYPE_NORMAL   -1
 
#define TRIPLET_BUTTERFLY_TYPE_EXPLODES   0
 
#define TRIPLET_BUTTERFLY_TYPE_SPAWN_1UP   1
 
#define WATER_LEVEL_DIAMOND_ACT_INIT   0
 
#define WATER_LEVEL_DIAMOND_ACT_IDLE   1
 
#define WATER_LEVEL_DIAMOND_ACT_CHANGE_WATER_LEVEL   2
 
#define WATER_LEVEL_DIAMOND_ACT_IDLE_SPINNING   3
 
#define MIPS_ACT_WAIT_FOR_NEARBY_MARIO   0
 
#define MIPS_ACT_FOLLOW_PATH   1
 
#define MIPS_ACT_WAIT_FOR_ANIMATION_DONE   2
 
#define MIPS_ACT_FALL_DOWN   3
 
#define MIPS_ACT_IDLE   4
 
#define MIPS_STAR_STATUS_HAVENT_SPAWNED_STAR   0
 
#define MIPS_STAR_STATUS_SHOULD_SPAWN_STAR   1
 
#define MIPS_STAR_STATUS_ALREADY_SPAWNED_STAR   2
 
#define FALLING_PILLAR_ACT_IDLE   0
 
#define FALLING_PILLAR_ACT_TURNING   1
 
#define FALLING_PILLAR_ACT_FALLING   2
 
#define BOWSER_PUZZLE_ACT_SPAWN_PIECES   0
 
#define BOWSER_PUZZLE_ACT_WAIT_FOR_COMPLETE   1
 
#define BOWSER_PUZZLE_ACT_DONE   2
 

Macro Definition Documentation

◆ ACTIVATED_BF_PLAT_TYPE_BITFS_ELEVATOR

#define ACTIVATED_BF_PLAT_TYPE_BITFS_ELEVATOR   2

◆ ACTIVATED_BF_PLAT_TYPE_BITFS_MESH_PLAT

#define ACTIVATED_BF_PLAT_TYPE_BITFS_MESH_PLAT   1

◆ ACTIVATED_BF_PLAT_TYPE_BITS_ARROW_PLAT

#define ACTIVATED_BF_PLAT_TYPE_BITS_ARROW_PLAT   0

◆ ACTIVE_FLAG_ACTIVE

#define ACTIVE_FLAG_ACTIVE   (1 << 0)

◆ ACTIVE_FLAG_FAR_AWAY

#define ACTIVE_FLAG_FAR_AWAY   (1 << 1)

◆ ACTIVE_FLAG_IN_DIFFERENT_ROOM

#define ACTIVE_FLAG_IN_DIFFERENT_ROOM   (1 << 3)

◆ ACTIVE_FLAG_INITIATED_TIME_STOP

#define ACTIVE_FLAG_INITIATED_TIME_STOP   (1 << 5)

◆ ACTIVE_FLAG_MOVE_THROUGH_GRATE

#define ACTIVE_FLAG_MOVE_THROUGH_GRATE   (1 << 6)

◆ ACTIVE_FLAG_UNIMPORTANT

#define ACTIVE_FLAG_UNIMPORTANT   (1 << 4)

◆ ACTIVE_FLAG_UNK10

#define ACTIVE_FLAG_UNK10   (1 << 10)

◆ ACTIVE_FLAG_UNK2

#define ACTIVE_FLAG_UNK2   (1 << 2)

◆ ACTIVE_FLAG_UNK7

#define ACTIVE_FLAG_UNK7   (1 << 7)

◆ ACTIVE_FLAG_UNK8

#define ACTIVE_FLAG_UNK8   (1 << 8)

◆ ACTIVE_FLAG_UNK9

#define ACTIVE_FLAG_UNK9   (1 << 9)

◆ ACTIVE_FLAGS_DEACTIVATED

#define ACTIVE_FLAGS_DEACTIVATED   0

◆ ACTIVE_PARTICLE_0

#define ACTIVE_PARTICLE_0   0x00000001

◆ ACTIVE_PARTICLE_10

#define ACTIVE_PARTICLE_10   0x00000400

◆ ACTIVE_PARTICLE_11

#define ACTIVE_PARTICLE_11   0x00000800

◆ ACTIVE_PARTICLE_12

#define ACTIVE_PARTICLE_12   0x00001000

◆ ACTIVE_PARTICLE_13

#define ACTIVE_PARTICLE_13   0x00002000

◆ ACTIVE_PARTICLE_14

#define ACTIVE_PARTICLE_14   0x00004000

◆ ACTIVE_PARTICLE_15

#define ACTIVE_PARTICLE_15   0x00008000

◆ ACTIVE_PARTICLE_16

#define ACTIVE_PARTICLE_16   0x00010000

◆ ACTIVE_PARTICLE_17

#define ACTIVE_PARTICLE_17   0x00020000

◆ ACTIVE_PARTICLE_18

#define ACTIVE_PARTICLE_18   0x00040000

◆ ACTIVE_PARTICLE_19

#define ACTIVE_PARTICLE_19   0x00080000

◆ ACTIVE_PARTICLE_3

#define ACTIVE_PARTICLE_3   0x00000008

◆ ACTIVE_PARTICLE_4

#define ACTIVE_PARTICLE_4   0x00000010

◆ ACTIVE_PARTICLE_5

#define ACTIVE_PARTICLE_5   0x00000020

◆ ACTIVE_PARTICLE_6

#define ACTIVE_PARTICLE_6   0x00000040

◆ ACTIVE_PARTICLE_7

#define ACTIVE_PARTICLE_7   0x00000080

◆ ACTIVE_PARTICLE_8

#define ACTIVE_PARTICLE_8   0x00000100

◆ ACTIVE_PARTICLE_9

#define ACTIVE_PARTICLE_9   0x00000200

◆ AMP_ACT_ATTACK_COOLDOWN

#define AMP_ACT_ATTACK_COOLDOWN   4

◆ AMP_ACT_IDLE

#define AMP_ACT_IDLE   2

◆ AMP_BP_ROT_RADIUS_0

#define AMP_BP_ROT_RADIUS_0   3

◆ AMP_BP_ROT_RADIUS_200

#define AMP_BP_ROT_RADIUS_200   0

◆ AMP_BP_ROT_RADIUS_300

#define AMP_BP_ROT_RADIUS_300   1

◆ AMP_BP_ROT_RADIUS_400

#define AMP_BP_ROT_RADIUS_400   2

◆ ARROW_LIFT_ACT_IDLE

#define ARROW_LIFT_ACT_IDLE   0

◆ ARROW_LIFT_ACT_MOVING_AWAY

#define ARROW_LIFT_ACT_MOVING_AWAY   1

◆ ARROW_LIFT_ACT_MOVING_BACK

#define ARROW_LIFT_ACT_MOVING_BACK   2

◆ ARROW_LIFT_DONE_MOVING

#define ARROW_LIFT_DONE_MOVING   1

◆ ARROW_LIFT_NOT_DONE_MOVING

#define ARROW_LIFT_NOT_DONE_MOVING   0

◆ BBALL_ACT_INITIALIZE

#define BBALL_ACT_INITIALIZE   0

◆ BBALL_ACT_ROLL

#define BBALL_ACT_ROLL   1

◆ BBALL_BP_STYPE_BOB_LOWER

#define BBALL_BP_STYPE_BOB_LOWER   2

◆ BBALL_BP_STYPE_BOB_UPPER

#define BBALL_BP_STYPE_BOB_UPPER   0

◆ BBALL_BP_STYPE_THI_LARGE

#define BBALL_BP_STYPE_THI_LARGE   3

◆ BBALL_BP_STYPE_THI_SMALL

#define BBALL_BP_STYPE_THI_SMALL   4

◆ BBALL_BP_STYPE_TTM

#define BBALL_BP_STYPE_TTM   1

◆ BBH_DYNAMIC_SURFACE_ROOM

#define BBH_DYNAMIC_SURFACE_ROOM   0

◆ BBH_NEAR_MERRY_GO_ROUND_ROOM

#define BBH_NEAR_MERRY_GO_ROUND_ROOM   10

◆ BBH_OUTSIDE_ROOM

#define BBH_OUTSIDE_ROOM   13

◆ BBH_TILTING_TRAP_PLATFORM_ACT_MARIO_OFF

#define BBH_TILTING_TRAP_PLATFORM_ACT_MARIO_OFF   1

◆ BBH_TILTING_TRAP_PLATFORM_ACT_MARIO_ON

#define BBH_TILTING_TRAP_PLATFORM_ACT_MARIO_ON   0

◆ BETA_BOO_KEY_ACT_DROPPED

#define BETA_BOO_KEY_ACT_DROPPED   2

◆ BETA_BOO_KEY_ACT_DROPPING

#define BETA_BOO_KEY_ACT_DROPPING   1

◆ BETA_BOO_KEY_ACT_IN_BOO

#define BETA_BOO_KEY_ACT_IN_BOO   0

◆ BETA_CHEST_ACT_IDLE_CLOSED

#define BETA_CHEST_ACT_IDLE_CLOSED   0

◆ BETA_CHEST_ACT_IDLE_OPEN

#define BETA_CHEST_ACT_IDLE_OPEN   2

◆ BETA_CHEST_ACT_OPENING

#define BETA_CHEST_ACT_OPENING   1

◆ BIRD_ACT_FLY

#define BIRD_ACT_FLY   1

◆ BIRD_ACT_INACTIVE

#define BIRD_ACT_INACTIVE   0

◆ BIRD_BP_SPAWNED

#define BIRD_BP_SPAWNED   0

◆ BIRD_BP_SPAWNER

#define BIRD_BP_SPAWNER   1

◆ BLUE_COIN_SWITCH_ACT_IDLE

#define BLUE_COIN_SWITCH_ACT_IDLE   0

◆ BLUE_COIN_SWITCH_ACT_RECEDING

#define BLUE_COIN_SWITCH_ACT_RECEDING   1

◆ BLUE_COIN_SWITCH_ACT_TICKING

#define BLUE_COIN_SWITCH_ACT_TICKING   2

◆ BOBOMB_ACT_CHASE_MARIO

#define BOBOMB_ACT_CHASE_MARIO   2

◆ BOBOMB_ACT_DEATH_PLANE_DEATH

#define BOBOMB_ACT_DEATH_PLANE_DEATH   101

◆ BOBOMB_ACT_EXPLODE

#define BOBOMB_ACT_EXPLODE   3

◆ BOBOMB_ACT_LAUNCHED

#define BOBOMB_ACT_LAUNCHED   1

◆ BOBOMB_ACT_LAVA_DEATH

#define BOBOMB_ACT_LAVA_DEATH   100

◆ BOBOMB_ACT_PATROL

#define BOBOMB_ACT_PATROL   0

◆ BOBOMB_BP_STYPE_GENERIC

#define BOBOMB_BP_STYPE_GENERIC   0

◆ BOBOMB_BP_STYPE_STATIONARY

#define BOBOMB_BP_STYPE_STATIONARY   1

◆ BOBOMB_BUDDY_ACT_IDLE

#define BOBOMB_BUDDY_ACT_IDLE   0

◆ BOBOMB_BUDDY_ACT_TALK

#define BOBOMB_BUDDY_ACT_TALK   3

◆ BOBOMB_BUDDY_ACT_TURN_TO_TALK

#define BOBOMB_BUDDY_ACT_TURN_TO_TALK   2

◆ BOBOMB_BUDDY_BP_STYPE_BOB_CANNON_KBB

#define BOBOMB_BUDDY_BP_STYPE_BOB_CANNON_KBB   2

◆ BOBOMB_BUDDY_BP_STYPE_BOB_GRASS

#define BOBOMB_BUDDY_BP_STYPE_BOB_GRASS   3

◆ BOBOMB_BUDDY_BP_STYPE_BOB_GRASS_KBB

#define BOBOMB_BUDDY_BP_STYPE_BOB_GRASS_KBB   1

◆ BOBOMB_BUDDY_BP_STYPE_GENERIC

#define BOBOMB_BUDDY_BP_STYPE_GENERIC   0

◆ BOBOMB_BUDDY_CANNON_OPENED

#define BOBOMB_BUDDY_CANNON_OPENED   2

◆ BOBOMB_BUDDY_CANNON_OPENING

#define BOBOMB_BUDDY_CANNON_OPENING   1

◆ BOBOMB_BUDDY_CANNON_STOP_TALKING

#define BOBOMB_BUDDY_CANNON_STOP_TALKING   3

◆ BOBOMB_BUDDY_CANNON_UNOPENED

#define BOBOMB_BUDDY_CANNON_UNOPENED   0

◆ BOBOMB_BUDDY_HAS_NOT_TALKED

#define BOBOMB_BUDDY_HAS_NOT_TALKED   0

◆ BOBOMB_BUDDY_HAS_TALKED

#define BOBOMB_BUDDY_HAS_TALKED   2

◆ BOBOMB_BUDDY_ROLE_ADVICE

#define BOBOMB_BUDDY_ROLE_ADVICE   0

◆ BOBOMB_BUDDY_ROLE_CANNON

#define BOBOMB_BUDDY_ROLE_CANNON   1

◆ BOMP_ACT_EXTEND

#define BOMP_ACT_EXTEND   2

◆ BOMP_ACT_POKE_OUT

#define BOMP_ACT_POKE_OUT   1

◆ BOMP_ACT_RETRACT

#define BOMP_ACT_RETRACT   3

◆ BOMP_ACT_WAIT

#define BOMP_ACT_WAIT   0

◆ BOO_CAGE_ACT_FALLING

#define BOO_CAGE_ACT_FALLING   1

◆ BOO_CAGE_ACT_IN_BOO

#define BOO_CAGE_ACT_IN_BOO   0

◆ BOO_CAGE_ACT_MARIO_JUMPING_IN

#define BOO_CAGE_ACT_MARIO_JUMPING_IN   3

◆ BOO_CAGE_ACT_ON_GROUND

#define BOO_CAGE_ACT_ON_GROUND   2

◆ BOO_CAGE_ACT_USELESS

#define BOO_CAGE_ACT_USELESS   4

◆ BOO_DEATH_STATUS_ALIVE

#define BOO_DEATH_STATUS_ALIVE   0

◆ BOO_DEATH_STATUS_DEAD

#define BOO_DEATH_STATUS_DEAD   2

◆ BOO_DEATH_STATUS_DYING

#define BOO_DEATH_STATUS_DYING   1

◆ BOWSER_PUZZLE_ACT_DONE

#define BOWSER_PUZZLE_ACT_DONE   2

◆ BOWSER_PUZZLE_ACT_SPAWN_PIECES

#define BOWSER_PUZZLE_ACT_SPAWN_PIECES   0

◆ BOWSER_PUZZLE_ACT_WAIT_FOR_COMPLETE

#define BOWSER_PUZZLE_ACT_WAIT_FOR_COMPLETE   1

◆ BULLY_ACT_ACTIVATE_AND_FALL

#define BULLY_ACT_ACTIVATE_AND_FALL   5

◆ BULLY_ACT_BACK_UP

#define BULLY_ACT_BACK_UP   3

◆ BULLY_ACT_CHASE_MARIO

#define BULLY_ACT_CHASE_MARIO   1

◆ BULLY_ACT_DEATH_PLANE_DEATH

#define BULLY_ACT_DEATH_PLANE_DEATH   101

◆ BULLY_ACT_INACTIVE

#define BULLY_ACT_INACTIVE   4

◆ BULLY_ACT_KNOCKBACK

#define BULLY_ACT_KNOCKBACK   2

◆ BULLY_ACT_LAVA_DEATH

#define BULLY_ACT_LAVA_DEATH   100

◆ BULLY_ACT_PATROL

#define BULLY_ACT_PATROL   0

◆ BULLY_BP_SIZE_BIG

#define BULLY_BP_SIZE_BIG   1

◆ BULLY_BP_SIZE_SMALL

#define BULLY_BP_SIZE_SMALL   0

◆ BULLY_STYPE_CHILL

#define BULLY_STYPE_CHILL   16

◆ BULLY_STYPE_GENERIC

#define BULLY_STYPE_GENERIC   0

◆ BULLY_STYPE_MINION

#define BULLY_STYPE_MINION   1

◆ BUTTERFLY_ACT_FOLLOW_MARIO

#define BUTTERFLY_ACT_FOLLOW_MARIO   1

◆ BUTTERFLY_ACT_RESTING

#define BUTTERFLY_ACT_RESTING   0

◆ BUTTERFLY_ACT_RETURN_HOME

#define BUTTERFLY_ACT_RETURN_HOME   2

◆ CAMERA_LAKITU_BP_FOLLOW_CAMERA

#define CAMERA_LAKITU_BP_FOLLOW_CAMERA   0

◆ CAMERA_LAKITU_BP_INTRO

#define CAMERA_LAKITU_BP_INTRO   1

◆ CAMERA_LAKITU_INTRO_ACT_SPAWN_CLOUD

#define CAMERA_LAKITU_INTRO_ACT_SPAWN_CLOUD   1

◆ CAMERA_LAKITU_INTRO_ACT_TRIGGER_CUTSCENE

#define CAMERA_LAKITU_INTRO_ACT_TRIGGER_CUTSCENE   0

◆ CAMERA_LAKITU_INTRO_ACT_UNK2

#define CAMERA_LAKITU_INTRO_ACT_UNK2   2

◆ CANNON_TRAP_DOOR_ACT_CAM_ZOOM

#define CANNON_TRAP_DOOR_ACT_CAM_ZOOM   1

◆ CANNON_TRAP_DOOR_ACT_CLOSED

#define CANNON_TRAP_DOOR_ACT_CLOSED   0

◆ CANNON_TRAP_DOOR_ACT_OPEN

#define CANNON_TRAP_DOOR_ACT_OPEN   3

◆ CANNON_TRAP_DOOR_ACT_OPENING

#define CANNON_TRAP_DOOR_ACT_OPENING   2

◆ CELEB_STAR_ACT_FACE_CAMERA

#define CELEB_STAR_ACT_FACE_CAMERA   1

◆ CELEB_STAR_ACT_SPIN_AROUND_MARIO

#define CELEB_STAR_ACT_SPIN_AROUND_MARIO   0

◆ CHAIN_CHOMP_ACT_MOVE

#define CHAIN_CHOMP_ACT_MOVE   1

◆ CHAIN_CHOMP_ACT_UNINITIALIZED

#define CHAIN_CHOMP_ACT_UNINITIALIZED   0

◆ CHAIN_CHOMP_ACT_UNLOAD_CHAIN

#define CHAIN_CHOMP_ACT_UNLOAD_CHAIN   2

◆ CHAIN_CHOMP_CHAIN_PART_BP_PIVOT

#define CHAIN_CHOMP_CHAIN_PART_BP_PIVOT   0

◆ CHAIN_CHOMP_NOT_RELEASED

#define CHAIN_CHOMP_NOT_RELEASED   0

◆ CHAIN_CHOMP_RELEASED_BREAK_GATE

#define CHAIN_CHOMP_RELEASED_BREAK_GATE   3

◆ CHAIN_CHOMP_RELEASED_END_CUTSCENE

#define CHAIN_CHOMP_RELEASED_END_CUTSCENE   5

◆ CHAIN_CHOMP_RELEASED_JUMP_AWAY

#define CHAIN_CHOMP_RELEASED_JUMP_AWAY   4

◆ CHAIN_CHOMP_RELEASED_LUNGE_AROUND

#define CHAIN_CHOMP_RELEASED_LUNGE_AROUND   2

◆ CHAIN_CHOMP_RELEASED_TRIGGER_CUTSCENE

#define CHAIN_CHOMP_RELEASED_TRIGGER_CUTSCENE   1

◆ CHAIN_CHOMP_SUB_ACT_LUNGE

#define CHAIN_CHOMP_SUB_ACT_LUNGE   1

◆ CHAIN_CHOMP_SUB_ACT_TURN

#define CHAIN_CHOMP_SUB_ACT_TURN   0

◆ CLOUD_ACT_FWOOSH_HIDDEN

#define CLOUD_ACT_FWOOSH_HIDDEN   3

◆ CLOUD_ACT_MAIN

#define CLOUD_ACT_MAIN   1

◆ CLOUD_ACT_SPAWN_PARTS

#define CLOUD_ACT_SPAWN_PARTS   0

◆ CLOUD_ACT_UNLOAD

#define CLOUD_ACT_UNLOAD   2

◆ CLOUD_BP_FWOOSH

#define CLOUD_BP_FWOOSH   0

◆ CLOUD_BP_LAKITU_CLOUD

#define CLOUD_BP_LAKITU_CLOUD   1

◆ DIALOG_UNK1_AWAIT_DIALOG

#define DIALOG_UNK1_AWAIT_DIALOG   3

◆ DIALOG_UNK1_BEGIN_DIALOG

#define DIALOG_UNK1_BEGIN_DIALOG   2

◆ DIALOG_UNK1_DISABLE_TIME_STOP

#define DIALOG_UNK1_DISABLE_TIME_STOP   4

◆ DIALOG_UNK1_ENABLE_TIME_STOP

#define DIALOG_UNK1_ENABLE_TIME_STOP   0

◆ DIALOG_UNK1_FLAG_1

#define DIALOG_UNK1_FLAG_1   (1 << 1)

◆ DIALOG_UNK1_FLAG_2

#define DIALOG_UNK1_FLAG_2   (1 << 2)

◆ DIALOG_UNK1_FLAG_4

#define DIALOG_UNK1_FLAG_4   (1 << 4)

◆ DIALOG_UNK1_INTERRUPT_MARIO_ACTION

#define DIALOG_UNK1_INTERRUPT_MARIO_ACTION   1

◆ DIALOG_UNK2_AWAIT_DIALOG

#define DIALOG_UNK2_AWAIT_DIALOG   2

◆ DIALOG_UNK2_ENABLE_TIME_STOP

#define DIALOG_UNK2_ENABLE_TIME_STOP   0

◆ DIALOG_UNK2_END_DIALOG

#define DIALOG_UNK2_END_DIALOG   3

◆ DIALOG_UNK2_FLAG_0

#define DIALOG_UNK2_FLAG_0   (1 << 0)

◆ DIALOG_UNK2_LEAVE_TIME_STOP_ENABLED

#define DIALOG_UNK2_LEAVE_TIME_STOP_ENABLED   (1 << 4)

◆ DIALOG_UNK2_TURN_AND_INTERRUPT_MARIO_ACTION

#define DIALOG_UNK2_TURN_AND_INTERRUPT_MARIO_ACTION   1

◆ DORRIE_ACT_LOWER_HEAD

#define DORRIE_ACT_LOWER_HEAD   1

◆ DORRIE_ACT_MOVE

#define DORRIE_ACT_MOVE   0

◆ DORRIE_ACT_RAISE_HEAD

#define DORRIE_ACT_RAISE_HEAD   2

◆ ENEMY_LAKITU_ACT_MAIN

#define ENEMY_LAKITU_ACT_MAIN   1

◆ ENEMY_LAKITU_ACT_UNINITIALIZED

#define ENEMY_LAKITU_ACT_UNINITIALIZED   0

◆ ENEMY_LAKITU_SUB_ACT_HOLD_SPINY

#define ENEMY_LAKITU_SUB_ACT_HOLD_SPINY   1

◆ ENEMY_LAKITU_SUB_ACT_NO_SPINY

#define ENEMY_LAKITU_SUB_ACT_NO_SPINY   0

◆ ENEMY_LAKITU_SUB_ACT_THROW_SPINY

#define ENEMY_LAKITU_SUB_ACT_THROW_SPINY   2

◆ EYEROK_BOSS_ACT_DIE

#define EYEROK_BOSS_ACT_DIE   4

◆ EYEROK_BOSS_ACT_FIGHT

#define EYEROK_BOSS_ACT_FIGHT   3

◆ EYEROK_BOSS_ACT_SHOW_INTRO_TEXT

#define EYEROK_BOSS_ACT_SHOW_INTRO_TEXT   2

◆ EYEROK_BOSS_ACT_SLEEP

#define EYEROK_BOSS_ACT_SLEEP   0

◆ EYEROK_BOSS_ACT_WAKE_UP

#define EYEROK_BOSS_ACT_WAKE_UP   1

◆ EYEROK_HAND_ACT_ATTACKED

#define EYEROK_HAND_ACT_ATTACKED   12

◆ EYEROK_HAND_ACT_BECOME_ACTIVE

#define EYEROK_HAND_ACT_BECOME_ACTIVE   14

◆ EYEROK_HAND_ACT_BEGIN_DOUBLE_POUND

#define EYEROK_HAND_ACT_BEGIN_DOUBLE_POUND   10

◆ EYEROK_HAND_ACT_CLOSE

#define EYEROK_HAND_ACT_CLOSE   4

◆ EYEROK_HAND_ACT_DIE

#define EYEROK_HAND_ACT_DIE   15

◆ EYEROK_HAND_ACT_DOUBLE_POUND

#define EYEROK_HAND_ACT_DOUBLE_POUND   11

◆ EYEROK_HAND_ACT_FIST_PUSH

#define EYEROK_HAND_ACT_FIST_PUSH   8

◆ EYEROK_HAND_ACT_FIST_SWEEP

#define EYEROK_HAND_ACT_FIST_SWEEP   9

◆ EYEROK_HAND_ACT_IDLE

#define EYEROK_HAND_ACT_IDLE   1

◆ EYEROK_HAND_ACT_OPEN

#define EYEROK_HAND_ACT_OPEN   2

◆ EYEROK_HAND_ACT_RECOVER

#define EYEROK_HAND_ACT_RECOVER   13

◆ EYEROK_HAND_ACT_RETREAT

#define EYEROK_HAND_ACT_RETREAT   5

◆ EYEROK_HAND_ACT_SHOW_EYE

#define EYEROK_HAND_ACT_SHOW_EYE   3

◆ EYEROK_HAND_ACT_SLEEP

#define EYEROK_HAND_ACT_SLEEP   0

◆ EYEROK_HAND_ACT_SMASH

#define EYEROK_HAND_ACT_SMASH   7

◆ EYEROK_HAND_ACT_TARGET_MARIO

#define EYEROK_HAND_ACT_TARGET_MARIO   6

◆ FAKE_MONEYBAG_COIN_ACT_IDLE

#define FAKE_MONEYBAG_COIN_ACT_IDLE   0

◆ FAKE_MONEYBAG_COIN_ACT_TRANSFORM

#define FAKE_MONEYBAG_COIN_ACT_TRANSFORM   1

◆ FALLING_PILLAR_ACT_FALLING

#define FALLING_PILLAR_ACT_FALLING   2

◆ FALLING_PILLAR_ACT_IDLE

#define FALLING_PILLAR_ACT_IDLE   0

◆ FALLING_PILLAR_ACT_TURNING

#define FALLING_PILLAR_ACT_TURNING   1

◆ FIRE_PIRANHA_PLANT_ACT_GROW

#define FIRE_PIRANHA_PLANT_ACT_GROW   1

◆ FIRE_PIRANHA_PLANT_ACT_HIDE

#define FIRE_PIRANHA_PLANT_ACT_HIDE   0

◆ FIRE_SPITTER_ACT_IDLE

#define FIRE_SPITTER_ACT_IDLE   0

◆ FIRE_SPITTER_ACT_SPIT_FIRE

#define FIRE_SPITTER_ACT_SPIT_FIRE   1

◆ FLY_GUY_ACT_APPROACH_MARIO

#define FLY_GUY_ACT_APPROACH_MARIO   1

◆ FLY_GUY_ACT_IDLE

#define FLY_GUY_ACT_IDLE   0

◆ FLY_GUY_ACT_LUNGE

#define FLY_GUY_ACT_LUNGE   2

◆ FLY_GUY_ACT_SHOOT_FIRE

#define FLY_GUY_ACT_SHOOT_FIRE   3

◆ FREE_BBALL_ACT_IDLE

#define FREE_BBALL_ACT_IDLE   0

◆ FREE_BBALL_ACT_RESET

#define FREE_BBALL_ACT_RESET   2

◆ FREE_BBALL_ACT_ROLL

#define FREE_BBALL_ACT_ROLL   1

◆ GOOMBA_ACT_ATTACKED_MARIO

#define GOOMBA_ACT_ATTACKED_MARIO   1

◆ GOOMBA_ACT_JUMP

#define GOOMBA_ACT_JUMP   2

◆ GOOMBA_ACT_WALK

#define GOOMBA_ACT_WALK   0

◆ GOOMBA_BP_SIZE_MASK

#define GOOMBA_BP_SIZE_MASK   0x00000003

◆ GOOMBA_BP_TRIPLET_FLAG_MASK

#define GOOMBA_BP_TRIPLET_FLAG_MASK   0x000000FC

◆ GOOMBA_SIZE_HUGE

#define GOOMBA_SIZE_HUGE   1

◆ GOOMBA_SIZE_REGULAR

#define GOOMBA_SIZE_REGULAR   0

◆ GOOMBA_SIZE_TINY

#define GOOMBA_SIZE_TINY   2

◆ GOOMBA_TRIPLET_SPAWNER_ACT_LOADED

#define GOOMBA_TRIPLET_SPAWNER_ACT_LOADED   1

◆ GOOMBA_TRIPLET_SPAWNER_ACT_UNLOADED

#define GOOMBA_TRIPLET_SPAWNER_ACT_UNLOADED   0

◆ GOOMBA_TRIPLET_SPAWNER_BP_EXTRA_GOOMBAS_MASK

#define GOOMBA_TRIPLET_SPAWNER_BP_EXTRA_GOOMBAS_MASK   0x000000FC

◆ GOOMBA_TRIPLET_SPAWNER_BP_SIZE_MASK

#define GOOMBA_TRIPLET_SPAWNER_BP_SIZE_MASK   0x00000003

◆ HAUNTED_BOOKSHELF_ACT_IDLE

#define HAUNTED_BOOKSHELF_ACT_IDLE   0

◆ HAUNTED_BOOKSHELF_ACT_RECEDE

#define HAUNTED_BOOKSHELF_ACT_RECEDE   1

◆ HELD_DROPPED

#define HELD_DROPPED   3

◆ HELD_FREE

#define HELD_FREE   0

◆ HELD_HELD

#define HELD_HELD   1

◆ HELD_THROWN

#define HELD_THROWN   2

◆ HIDDEN_BLUE_COIN_ACT_ACTIVE

#define HIDDEN_BLUE_COIN_ACT_ACTIVE   2

◆ HIDDEN_BLUE_COIN_ACT_INACTIVE

#define HIDDEN_BLUE_COIN_ACT_INACTIVE   0

◆ HIDDEN_BLUE_COIN_ACT_WAITING

#define HIDDEN_BLUE_COIN_ACT_WAITING   1

◆ HOMING_AMP_ACT_APPEAR

#define HOMING_AMP_ACT_APPEAR   1

◆ HOMING_AMP_ACT_ATTACK_COOLDOWN

#define HOMING_AMP_ACT_ATTACK_COOLDOWN   4

◆ HOMING_AMP_ACT_CHASE

#define HOMING_AMP_ACT_CHASE   2

◆ HOMING_AMP_ACT_GIVE_UP

#define HOMING_AMP_ACT_GIVE_UP   3

◆ HOMING_AMP_ACT_INACTIVE

#define HOMING_AMP_ACT_INACTIVE   0

◆ HOOT_ACT_ASCENT

#define HOOT_ACT_ASCENT   0

◆ HOOT_ACT_CARRY

#define HOOT_ACT_CARRY   1

◆ HOOT_ACT_TIRED

#define HOOT_ACT_TIRED   2

◆ HOOT_AVAIL_ASLEEP_IN_TREE

#define HOOT_AVAIL_ASLEEP_IN_TREE   0

◆ HOOT_AVAIL_READY_TO_FLY

#define HOOT_AVAIL_READY_TO_FLY   2

◆ HOOT_AVAIL_WANTS_TO_TALK

#define HOOT_AVAIL_WANTS_TO_TALK   1

◆ JS_RING_SPAWNER_ACT_ACTIVE

#define JS_RING_SPAWNER_ACT_ACTIVE   0

◆ JS_RING_SPAWNER_ACT_INACTIVE

#define JS_RING_SPAWNER_ACT_INACTIVE   1

◆ KLEPTO_ACT_APPROACH_TARGET_HOLDING

#define KLEPTO_ACT_APPROACH_TARGET_HOLDING   1

◆ KLEPTO_ACT_CIRCLE_TARGET_HOLDING

#define KLEPTO_ACT_CIRCLE_TARGET_HOLDING   0

◆ KLEPTO_ACT_DIVE_AT_MARIO

#define KLEPTO_ACT_DIVE_AT_MARIO   4

◆ KLEPTO_ACT_RESET_POSITION

#define KLEPTO_ACT_RESET_POSITION   5

◆ KLEPTO_ACT_RETREAT

#define KLEPTO_ACT_RETREAT   7

◆ KLEPTO_ACT_STRUCK_BY_MARIO

#define KLEPTO_ACT_STRUCK_BY_MARIO   6

◆ KLEPTO_ACT_TURN_TOWARD_MARIO

#define KLEPTO_ACT_TURN_TOWARD_MARIO   3

◆ KLEPTO_ACT_WAIT_FOR_MARIO

#define KLEPTO_ACT_WAIT_FOR_MARIO   2

◆ KLEPTO_ANIM_STATE_HOLDING_CAP

#define KLEPTO_ANIM_STATE_HOLDING_CAP   1

◆ KLEPTO_ANIM_STATE_HOLDING_NOTHING

#define KLEPTO_ANIM_STATE_HOLDING_NOTHING   0

◆ KLEPTO_ANIM_STATE_HOLDING_STAR

#define KLEPTO_ANIM_STATE_HOLDING_STAR   2

◆ KOOPA_BP_KOOPA_THE_QUICK_BASE

#define KOOPA_BP_KOOPA_THE_QUICK_BASE   2

◆ KOOPA_BP_KOOPA_THE_QUICK_BOB

#define KOOPA_BP_KOOPA_THE_QUICK_BOB   (KOOPA_BP_KOOPA_THE_QUICK_BASE + KOOPA_THE_QUICK_BOB_INDEX)

◆ KOOPA_BP_KOOPA_THE_QUICK_THI

#define KOOPA_BP_KOOPA_THE_QUICK_THI   (KOOPA_BP_KOOPA_THE_QUICK_BASE + KOOPA_THE_QUICK_THI_INDEX)

◆ KOOPA_BP_NORMAL

#define KOOPA_BP_NORMAL   1

◆ KOOPA_BP_TINY

#define KOOPA_BP_TINY   4

◆ KOOPA_BP_UNSHELLED

#define KOOPA_BP_UNSHELLED   0

◆ KOOPA_SHELLED_ACT_DIE

#define KOOPA_SHELLED_ACT_DIE   4

◆ KOOPA_SHELLED_ACT_LYING

#define KOOPA_SHELLED_ACT_LYING   3

◆ KOOPA_SHELLED_ACT_RUN_FROM_MARIO

#define KOOPA_SHELLED_ACT_RUN_FROM_MARIO   2

◆ KOOPA_SHELLED_ACT_STOPPED

#define KOOPA_SHELLED_ACT_STOPPED   0

◆ KOOPA_SHELLED_ACT_WALK

#define KOOPA_SHELLED_ACT_WALK   1

◆ KOOPA_SHELLED_SUB_ACT_START_WALK

#define KOOPA_SHELLED_SUB_ACT_START_WALK   0

◆ KOOPA_SHELLED_SUB_ACT_STOP_WALK

#define KOOPA_SHELLED_SUB_ACT_STOP_WALK   2

◆ KOOPA_SHELLED_SUB_ACT_WALK

#define KOOPA_SHELLED_SUB_ACT_WALK   1

◆ KOOPA_THE_QUICK_ACT_AFTER_RACE

#define KOOPA_THE_QUICK_ACT_AFTER_RACE   6

◆ KOOPA_THE_QUICK_ACT_DECELERATE

#define KOOPA_THE_QUICK_ACT_DECELERATE   4

◆ KOOPA_THE_QUICK_ACT_RACE

#define KOOPA_THE_QUICK_ACT_RACE   3

◆ KOOPA_THE_QUICK_ACT_SHOW_INIT_TEXT

#define KOOPA_THE_QUICK_ACT_SHOW_INIT_TEXT   2

◆ KOOPA_THE_QUICK_ACT_STOP

#define KOOPA_THE_QUICK_ACT_STOP   5

◆ KOOPA_THE_QUICK_ACT_UNUSED1

#define KOOPA_THE_QUICK_ACT_UNUSED1   1

◆ KOOPA_THE_QUICK_ACT_WAIT_BEFORE_RACE

#define KOOPA_THE_QUICK_ACT_WAIT_BEFORE_RACE   0

◆ KOOPA_THE_QUICK_BOB_INDEX

#define KOOPA_THE_QUICK_BOB_INDEX   0

◆ KOOPA_THE_QUICK_SUB_ACT_JUMP

#define KOOPA_THE_QUICK_SUB_ACT_JUMP   2

◆ KOOPA_THE_QUICK_SUB_ACT_RUN

#define KOOPA_THE_QUICK_SUB_ACT_RUN   1

◆ KOOPA_THE_QUICK_SUB_ACT_START_RUN

#define KOOPA_THE_QUICK_SUB_ACT_START_RUN   0

◆ KOOPA_THE_QUICK_THI_INDEX

#define KOOPA_THE_QUICK_THI_INDEX   1

◆ KOOPA_UNSHELLED_ACT_DIVE

#define KOOPA_UNSHELLED_ACT_DIVE   1

◆ KOOPA_UNSHELLED_ACT_LYING

#define KOOPA_UNSHELLED_ACT_LYING   2

◆ KOOPA_UNSHELLED_ACT_RUN

#define KOOPA_UNSHELLED_ACT_RUN   0

◆ KOOPA_UNSHELLED_ACT_UNUSED3

#define KOOPA_UNSHELLED_ACT_UNUSED3   3

◆ LLL_DRAWBRIDGE_ACT_LOWER

#define LLL_DRAWBRIDGE_ACT_LOWER   0

◆ LLL_DRAWBRIDGE_ACT_RAISE

#define LLL_DRAWBRIDGE_ACT_RAISE   1

◆ MAD_PIANO_ACT_ATTACK

#define MAD_PIANO_ACT_ATTACK   1

◆ MAD_PIANO_ACT_WAIT

#define MAD_PIANO_ACT_WAIT   0

◆ MIPS_ACT_FALL_DOWN

#define MIPS_ACT_FALL_DOWN   3

◆ MIPS_ACT_FOLLOW_PATH

#define MIPS_ACT_FOLLOW_PATH   1

◆ MIPS_ACT_IDLE

#define MIPS_ACT_IDLE   4

◆ MIPS_ACT_WAIT_FOR_ANIMATION_DONE

#define MIPS_ACT_WAIT_FOR_ANIMATION_DONE   2

◆ MIPS_ACT_WAIT_FOR_NEARBY_MARIO

#define MIPS_ACT_WAIT_FOR_NEARBY_MARIO   0

◆ MIPS_STAR_STATUS_ALREADY_SPAWNED_STAR

#define MIPS_STAR_STATUS_ALREADY_SPAWNED_STAR   2

◆ MIPS_STAR_STATUS_HAVENT_SPAWNED_STAR

#define MIPS_STAR_STATUS_HAVENT_SPAWNED_STAR   0

◆ MIPS_STAR_STATUS_SHOULD_SPAWN_STAR

#define MIPS_STAR_STATUS_SHOULD_SPAWN_STAR   1

◆ MONEYBAG_ACT_APPEAR

#define MONEYBAG_ACT_APPEAR   0

◆ MONEYBAG_ACT_DEATH

#define MONEYBAG_ACT_DEATH   5

◆ MONEYBAG_ACT_DISAPPEAR

#define MONEYBAG_ACT_DISAPPEAR   4

◆ MONEYBAG_ACT_MOVE_AROUND

#define MONEYBAG_ACT_MOVE_AROUND   2

◆ MONEYBAG_ACT_RETURN_HOME

#define MONEYBAG_ACT_RETURN_HOME   3

◆ MONEYBAG_ACT_UNUSED_APPEAR

#define MONEYBAG_ACT_UNUSED_APPEAR   1

◆ MONEYBAG_JUMP_JUMP

#define MONEYBAG_JUMP_JUMP   2

◆ MONEYBAG_JUMP_JUMP_AND_BOUNCE

#define MONEYBAG_JUMP_JUMP_AND_BOUNCE   3

◆ MONEYBAG_JUMP_LANDING

#define MONEYBAG_JUMP_LANDING   0

◆ MONEYBAG_JUMP_PREPARE

#define MONEYBAG_JUMP_PREPARE   1

◆ MONEYBAG_JUMP_WALK_AROUND

#define MONEYBAG_JUMP_WALK_AROUND   4

◆ MONEYBAG_JUMP_WALK_HOME

#define MONEYBAG_JUMP_WALK_HOME   5

◆ MONTY_MOLE_ACT_BEGIN_JUMP_INTO_HOLE

#define MONTY_MOLE_ACT_BEGIN_JUMP_INTO_HOLE   3

◆ MONTY_MOLE_ACT_HIDE

#define MONTY_MOLE_ACT_HIDE   6

◆ MONTY_MOLE_ACT_JUMP_INTO_HOLE

#define MONTY_MOLE_ACT_JUMP_INTO_HOLE   5

◆ MONTY_MOLE_ACT_JUMP_OUT_OF_HOLE

#define MONTY_MOLE_ACT_JUMP_OUT_OF_HOLE   7

◆ MONTY_MOLE_ACT_RISE_FROM_HOLE

#define MONTY_MOLE_ACT_RISE_FROM_HOLE   1

◆ MONTY_MOLE_ACT_SELECT_HOLE

#define MONTY_MOLE_ACT_SELECT_HOLE   0

◆ MONTY_MOLE_ACT_SPAWN_ROCK

#define MONTY_MOLE_ACT_SPAWN_ROCK   2

◆ MONTY_MOLE_ACT_THROW_ROCK

#define MONTY_MOLE_ACT_THROW_ROCK   4

◆ MONTY_MOLE_BP_NO_ROCK

#define MONTY_MOLE_BP_NO_ROCK   0

◆ MONTY_MOLE_ROCK_ACT_HELD

#define MONTY_MOLE_ROCK_ACT_HELD   0

◆ MONTY_MOLE_ROCK_ACT_MOVE

#define MONTY_MOLE_ROCK_ACT_MOVE   1

◆ MOV_BCOIN_ACT_MOVING

#define MOV_BCOIN_ACT_MOVING   1

◆ MOV_BCOIN_ACT_STILL

#define MOV_BCOIN_ACT_STILL   0

◆ MOV_YCOIN_ACT_BLINKING

#define MOV_YCOIN_ACT_BLINKING   1

◆ MOV_YCOIN_ACT_DEATH_PLANE_DEATH

#define MOV_YCOIN_ACT_DEATH_PLANE_DEATH   101

◆ MOV_YCOIN_ACT_IDLE

#define MOV_YCOIN_ACT_IDLE   0

◆ MOV_YCOIN_ACT_LAVA_DEATH

#define MOV_YCOIN_ACT_LAVA_DEATH   100

◆ OBJ_ACT_DEATH_PLANE_DEATH

#define OBJ_ACT_DEATH_PLANE_DEATH   101

◆ OBJ_ACT_HORIZONTAL_KNOCKBACK

#define OBJ_ACT_HORIZONTAL_KNOCKBACK   100

◆ OBJ_ACT_LAVA_DEATH

#define OBJ_ACT_LAVA_DEATH   100

◆ OBJ_ACT_SQUISHED

#define OBJ_ACT_SQUISHED   102

◆ OBJ_ACT_VERTICAL_KNOCKBACK

#define OBJ_ACT_VERTICAL_KNOCKBACK   101

◆ OBJ_FLAG_0010

#define OBJ_FLAG_0010   (1 << 4)

◆ OBJ_FLAG_0020

#define OBJ_FLAG_0020   (1 << 5)

◆ OBJ_FLAG_0100

#define OBJ_FLAG_0100   (1 << 8)

◆ OBJ_FLAG_0800

#define OBJ_FLAG_0800   (1 << 11)

◆ OBJ_FLAG_1000

#define OBJ_FLAG_1000   (1 << 12)

◆ OBJ_FLAG_30

#define OBJ_FLAG_30   (1 << 30)

◆ OBJ_FLAG_8000

#define OBJ_FLAG_8000   (1 << 15)

◆ OBJ_FLAG_ACTIVE_FROM_AFAR

#define OBJ_FLAG_ACTIVE_FROM_AFAR   (1 << 7)

◆ OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO

#define OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO   (1 << 13)

◆ OBJ_FLAG_COMPUTE_DIST_TO_MARIO

#define OBJ_FLAG_COMPUTE_DIST_TO_MARIO   (1 << 6)

◆ OBJ_FLAG_HOLDABLE

#define OBJ_FLAG_HOLDABLE   (1 << 10)

◆ OBJ_FLAG_MOVE_XZ_USING_FVEL

#define OBJ_FLAG_MOVE_XZ_USING_FVEL   (1 << 1)

◆ OBJ_FLAG_MOVE_Y_WITH_TERMINAL_VEL

#define OBJ_FLAG_MOVE_Y_WITH_TERMINAL_VEL   (1 << 2)

◆ OBJ_FLAG_PERSISTENT_RESPAWN

#define OBJ_FLAG_PERSISTENT_RESPAWN   (1 << 14)

◆ OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW

#define OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW   (1 << 3)

◆ OBJ_FLAG_TRANSFORM_RELATIVE_TO_PARENT

#define OBJ_FLAG_TRANSFORM_RELATIVE_TO_PARENT   (1 << 9)

◆ OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE

#define OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE   (1 << 0)

◆ OBJ_MOVE_13

#define OBJ_MOVE_13   (1 << 13)

◆ OBJ_MOVE_8

#define OBJ_MOVE_8   (1 << 8)

◆ OBJ_MOVE_ABOVE_DEATH_BARRIER

#define OBJ_MOVE_ABOVE_DEATH_BARRIER   (1 << 14)

◆ OBJ_MOVE_ABOVE_LAVA

#define OBJ_MOVE_ABOVE_LAVA   (1 << 11)

◆ OBJ_MOVE_AT_WATER_SURFACE

#define OBJ_MOVE_AT_WATER_SURFACE   (1 << 4)

◆ OBJ_MOVE_ENTERED_WATER

#define OBJ_MOVE_ENTERED_WATER   (1 << 3)

◆ OBJ_MOVE_HIT_EDGE

#define OBJ_MOVE_HIT_EDGE   (1 << 10)

◆ OBJ_MOVE_HIT_WALL

#define OBJ_MOVE_HIT_WALL   (1 << 9)

◆ OBJ_MOVE_IN_AIR

#define OBJ_MOVE_IN_AIR   (1 << 7)

◆ OBJ_MOVE_LANDED

#define OBJ_MOVE_LANDED   (1 << 0)

◆ OBJ_MOVE_LEAVING_WATER

#define OBJ_MOVE_LEAVING_WATER   (1 << 12)

◆ OBJ_MOVE_LEFT_GROUND

#define OBJ_MOVE_LEFT_GROUND   (1 << 2)

◆ OBJ_MOVE_MASK_33

#define OBJ_MOVE_MASK_33   0x33

◆ OBJ_MOVE_MASK_HIT_WALL_OR_IN_WATER

#define OBJ_MOVE_MASK_HIT_WALL_OR_IN_WATER   (OBJ_MOVE_HIT_WALL | OBJ_MOVE_MASK_IN_WATER)

◆ OBJ_MOVE_MASK_IN_WATER

#define OBJ_MOVE_MASK_IN_WATER
Value:
(\
OBJ_MOVE_ENTERED_WATER |\
OBJ_MOVE_AT_WATER_SURFACE |\
OBJ_MOVE_UNDERWATER_OFF_GROUND |\
OBJ_MOVE_UNDERWATER_ON_GROUND)

◆ OBJ_MOVE_MASK_ON_GROUND

#define OBJ_MOVE_MASK_ON_GROUND   (OBJ_MOVE_LANDED | OBJ_MOVE_ON_GROUND)

◆ OBJ_MOVE_ON_GROUND

#define OBJ_MOVE_ON_GROUND   (1 << 1)

◆ OBJ_MOVE_UNDERWATER_OFF_GROUND

#define OBJ_MOVE_UNDERWATER_OFF_GROUND   (1 << 5)

◆ OBJ_MOVE_UNDERWATER_ON_GROUND

#define OBJ_MOVE_UNDERWATER_ON_GROUND   (1 << 6)

◆ PENGUIN_WALK_BABY

#define PENGUIN_WALK_BABY   0

◆ PENGUIN_WALK_BIG

#define PENGUIN_WALK_BIG   1

◆ PIRANHA_PLANT_ACT_ATTACKED

#define PIRANHA_PLANT_ACT_ATTACKED   5

◆ PIRANHA_PLANT_ACT_BITING

#define PIRANHA_PLANT_ACT_BITING   2

◆ PIRANHA_PLANT_ACT_IDLE

#define PIRANHA_PLANT_ACT_IDLE   0

◆ PIRANHA_PLANT_ACT_RESPAWN

#define PIRANHA_PLANT_ACT_RESPAWN   8

◆ PIRANHA_PLANT_ACT_SHRINK_AND_DIE

#define PIRANHA_PLANT_ACT_SHRINK_AND_DIE   6

◆ PIRANHA_PLANT_ACT_SLEEPING

#define PIRANHA_PLANT_ACT_SLEEPING   1

◆ PIRANHA_PLANT_ACT_STOPPED_BITING

#define PIRANHA_PLANT_ACT_STOPPED_BITING   4

◆ PIRANHA_PLANT_ACT_WAIT_TO_RESPAWN

#define PIRANHA_PLANT_ACT_WAIT_TO_RESPAWN   7

◆ PIRANHA_PLANT_ACT_WOKEN_UP

#define PIRANHA_PLANT_ACT_WOKEN_UP   3

◆ PIRANHA_PLANT_BUBBLE_ACT_BURST

#define PIRANHA_PLANT_BUBBLE_ACT_BURST   2

◆ PIRANHA_PLANT_BUBBLE_ACT_GROW_SHRINK_LOOP

#define PIRANHA_PLANT_BUBBLE_ACT_GROW_SHRINK_LOOP   1

◆ PIRANHA_PLANT_BUBBLE_ACT_IDLE

#define PIRANHA_PLANT_BUBBLE_ACT_IDLE   0

◆ PLATFORM_ON_TRACK_ACT_FALL

#define PLATFORM_ON_TRACK_ACT_FALL   4

◆ PLATFORM_ON_TRACK_ACT_INIT

#define PLATFORM_ON_TRACK_ACT_INIT   0

◆ PLATFORM_ON_TRACK_ACT_MOVE_ALONG_TRACK

#define PLATFORM_ON_TRACK_ACT_MOVE_ALONG_TRACK   2

◆ PLATFORM_ON_TRACK_ACT_PAUSE_BRIEFLY

#define PLATFORM_ON_TRACK_ACT_PAUSE_BRIEFLY   3

◆ PLATFORM_ON_TRACK_ACT_WAIT_FOR_MARIO

#define PLATFORM_ON_TRACK_ACT_WAIT_FOR_MARIO   1

◆ PLATFORM_ON_TRACK_BP_DONT_DISAPPEAR

#define PLATFORM_ON_TRACK_BP_DONT_DISAPPEAR   (1 << 9)

◆ PLATFORM_ON_TRACK_BP_DONT_TURN_ROLL

#define PLATFORM_ON_TRACK_BP_DONT_TURN_ROLL   (1 << 11)

◆ PLATFORM_ON_TRACK_BP_DONT_TURN_YAW

#define PLATFORM_ON_TRACK_BP_DONT_TURN_YAW   (1 << 10)

◆ PLATFORM_ON_TRACK_BP_MASK_PATH

#define PLATFORM_ON_TRACK_BP_MASK_PATH   0xF

◆ PLATFORM_ON_TRACK_BP_MASK_TYPE

#define PLATFORM_ON_TRACK_BP_MASK_TYPE   (0x7 << 4)

◆ PLATFORM_ON_TRACK_BP_RETURN_TO_START

#define PLATFORM_ON_TRACK_BP_RETURN_TO_START   (1 << 8)

◆ PLATFORM_ON_TRACK_TYPE_CARPET

#define PLATFORM_ON_TRACK_TYPE_CARPET   0

◆ PLATFORM_ON_TRACK_TYPE_CHECKERED

#define PLATFORM_ON_TRACK_TYPE_CHECKERED   2

◆ PLATFORM_ON_TRACK_TYPE_GRATE

#define PLATFORM_ON_TRACK_TYPE_GRATE   3

◆ PLATFORM_ON_TRACK_TYPE_SKI_LIFT

#define PLATFORM_ON_TRACK_TYPE_SKI_LIFT   1

◆ POKEY_ACT_UNINITIALIZED

#define POKEY_ACT_UNINITIALIZED   0

◆ POKEY_ACT_UNLOAD_PARTS

#define POKEY_ACT_UNLOAD_PARTS   2

◆ POKEY_ACT_WANDER

#define POKEY_ACT_WANDER   1

◆ PURPLE_SWITCH_IDLE

#define PURPLE_SWITCH_IDLE   0

◆ PURPLE_SWITCH_PRESSED

#define PURPLE_SWITCH_PRESSED   1

◆ PURPLE_SWITCH_TICKING

#define PURPLE_SWITCH_TICKING   2

◆ PURPLE_SWITCH_UNPRESSED

#define PURPLE_SWITCH_UNPRESSED   3

◆ PURPLE_SWITCH_WAIT_FOR_MARIO_TO_GET_OFF

#define PURPLE_SWITCH_WAIT_FOR_MARIO_TO_GET_OFF   4

◆ PYRAMID_ELEVATOR_AT_BOTTOM

#define PYRAMID_ELEVATOR_AT_BOTTOM   3

◆ PYRAMID_ELEVATOR_CONSTANT_VELOCITY

#define PYRAMID_ELEVATOR_CONSTANT_VELOCITY   2

◆ PYRAMID_ELEVATOR_IDLE

#define PYRAMID_ELEVATOR_IDLE   0

◆ PYRAMID_ELEVATOR_START_MOVING

#define PYRAMID_ELEVATOR_START_MOVING   1

◆ PYRAMID_TOP_ACT_CHECK_IF_SOLVED

#define PYRAMID_TOP_ACT_CHECK_IF_SOLVED   0

◆ PYRAMID_TOP_ACT_EXPLODE

#define PYRAMID_TOP_ACT_EXPLODE   2

◆ PYRAMID_TOP_ACT_SPINNING

#define PYRAMID_TOP_ACT_SPINNING   1

◆ PYRAMID_WALL_ACT_MOVING_DOWN

#define PYRAMID_WALL_ACT_MOVING_DOWN   0

◆ PYRAMID_WALL_ACT_MOVING_UP

#define PYRAMID_WALL_ACT_MOVING_UP   1

◆ PYRAMID_WALL_BP_POSITION_HIGH

#define PYRAMID_WALL_BP_POSITION_HIGH   0

◆ PYRAMID_WALL_BP_POSITION_LOW

#define PYRAMID_WALL_BP_POSITION_LOW   2

◆ PYRAMID_WALL_BP_POSITION_MIDDLE

#define PYRAMID_WALL_BP_POSITION_MIDDLE   1

◆ RACING_PENGUIN_ACT_FINISH_RACE

#define RACING_PENGUIN_ACT_FINISH_RACE   4

◆ RACING_PENGUIN_ACT_PREPARE_FOR_RACE

#define RACING_PENGUIN_ACT_PREPARE_FOR_RACE   2

◆ RACING_PENGUIN_ACT_RACE

#define RACING_PENGUIN_ACT_RACE   3

◆ RACING_PENGUIN_ACT_SHOW_FINAL_TEXT

#define RACING_PENGUIN_ACT_SHOW_FINAL_TEXT   5

◆ RACING_PENGUIN_ACT_SHOW_INIT_TEXT

#define RACING_PENGUIN_ACT_SHOW_INIT_TEXT   1

◆ RACING_PENGUIN_ACT_WAIT_FOR_MARIO

#define RACING_PENGUIN_ACT_WAIT_FOR_MARIO   0

◆ RESPAWN_INFO_DONT_RESPAWN

#define RESPAWN_INFO_DONT_RESPAWN   0xFF

◆ RESPAWN_INFO_TYPE_16

#define RESPAWN_INFO_TYPE_16   2

◆ RESPAWN_INFO_TYPE_32

#define RESPAWN_INFO_TYPE_32   1

◆ RESPAWN_INFO_TYPE_NULL

#define RESPAWN_INFO_TYPE_NULL   0

◆ SKEETER_ACT_IDLE

#define SKEETER_ACT_IDLE   0

◆ SKEETER_ACT_LUNGE

#define SKEETER_ACT_LUNGE   1

◆ SKEETER_ACT_WALK

#define SKEETER_ACT_WALK   2

◆ SPINY_ACT_ATTACKED_MARIO

#define SPINY_ACT_ATTACKED_MARIO   3

◆ SPINY_ACT_HELD_BY_LAKITU

#define SPINY_ACT_HELD_BY_LAKITU   1

◆ SPINY_ACT_THROWN_BY_LAKITU

#define SPINY_ACT_THROWN_BY_LAKITU   2

◆ SPINY_ACT_WALK

#define SPINY_ACT_WALK   0

◆ SWOOP_ACT_IDLE

#define SWOOP_ACT_IDLE   0

◆ SWOOP_ACT_MOVE

#define SWOOP_ACT_MOVE   1

◆ TRIPLET_BUTTERFLY_ACT_ACTIVATE

#define TRIPLET_BUTTERFLY_ACT_ACTIVATE   2

◆ TRIPLET_BUTTERFLY_ACT_EXPLODE

#define TRIPLET_BUTTERFLY_ACT_EXPLODE   3

◆ TRIPLET_BUTTERFLY_ACT_INIT

#define TRIPLET_BUTTERFLY_ACT_INIT   0

◆ TRIPLET_BUTTERFLY_ACT_WANDER

#define TRIPLET_BUTTERFLY_ACT_WANDER   1

◆ TRIPLET_BUTTERFLY_BP_BUTTERFLY_NUM

#define TRIPLET_BUTTERFLY_BP_BUTTERFLY_NUM   0x00000003

◆ TRIPLET_BUTTERFLY_BP_NO_BOMBS

#define TRIPLET_BUTTERFLY_BP_NO_BOMBS   0x00000004

◆ TRIPLET_BUTTERFLY_TYPE_EXPLODES

#define TRIPLET_BUTTERFLY_TYPE_EXPLODES   0

◆ TRIPLET_BUTTERFLY_TYPE_NORMAL

#define TRIPLET_BUTTERFLY_TYPE_NORMAL   -1

◆ TRIPLET_BUTTERFLY_TYPE_SPAWN_1UP

#define TRIPLET_BUTTERFLY_TYPE_SPAWN_1UP   1

◆ TTC_2D_ROTATOR_BP_2D_COG

#define TTC_2D_ROTATOR_BP_2D_COG   1

◆ TTC_2D_ROTATOR_BP_HAND

#define TTC_2D_ROTATOR_BP_HAND   0

◆ TTC_COG_BP_DIR_CCW

#define TTC_COG_BP_DIR_CCW   (0 << 0)

◆ TTC_COG_BP_DIR_CW

#define TTC_COG_BP_DIR_CW   (1 << 0)

◆ TTC_COG_BP_DIR_MASK

#define TTC_COG_BP_DIR_MASK   0x00000001

◆ TTC_COG_BP_SHAPE_HEXAGON

#define TTC_COG_BP_SHAPE_HEXAGON   (0 << 1)

◆ TTC_COG_BP_SHAPE_MASK

#define TTC_COG_BP_SHAPE_MASK   0x00000002

◆ TTC_COG_BP_SHAPE_TRIANGLE

#define TTC_COG_BP_SHAPE_TRIANGLE   (1 << 1)

◆ TTC_MOVING_BAR_ACT_EXTEND

#define TTC_MOVING_BAR_ACT_EXTEND   2

◆ TTC_MOVING_BAR_ACT_PULL_BACK

#define TTC_MOVING_BAR_ACT_PULL_BACK   1

◆ TTC_MOVING_BAR_ACT_RETRACT

#define TTC_MOVING_BAR_ACT_RETRACT   3

◆ TTC_MOVING_BAR_ACT_WAIT

#define TTC_MOVING_BAR_ACT_WAIT   0

◆ TTC_ROTATING_SOLID_BP_CUBE

#define TTC_ROTATING_SOLID_BP_CUBE   0

◆ TTC_ROTATING_SOLID_BP_TRIANGULAR_PRISM

#define TTC_ROTATING_SOLID_BP_TRIANGULAR_PRISM   1

◆ TTC_SPEED_FAST

#define TTC_SPEED_FAST   1

◆ TTC_SPEED_RANDOM

#define TTC_SPEED_RANDOM   2

◆ TTC_SPEED_SLOW

#define TTC_SPEED_SLOW   0

◆ TTC_SPEED_STOPPED

#define TTC_SPEED_STOPPED   3

◆ WATER_BOMB_ACT_DROP

#define WATER_BOMB_ACT_DROP   2

◆ WATER_BOMB_ACT_EXPLODE

#define WATER_BOMB_ACT_EXPLODE   3

◆ WATER_BOMB_ACT_INIT

#define WATER_BOMB_ACT_INIT   1

◆ WATER_BOMB_ACT_SHOT_FROM_CANNON

#define WATER_BOMB_ACT_SHOT_FROM_CANNON   0

◆ WATER_LEVEL_DIAMOND_ACT_CHANGE_WATER_LEVEL

#define WATER_LEVEL_DIAMOND_ACT_CHANGE_WATER_LEVEL   2

◆ WATER_LEVEL_DIAMOND_ACT_IDLE

#define WATER_LEVEL_DIAMOND_ACT_IDLE   1

◆ WATER_LEVEL_DIAMOND_ACT_IDLE_SPINNING

#define WATER_LEVEL_DIAMOND_ACT_IDLE_SPINNING   3

◆ WATER_LEVEL_DIAMOND_ACT_INIT

#define WATER_LEVEL_DIAMOND_ACT_INIT   0

◆ WATER_RING_ACT_COLLECTED

#define WATER_RING_ACT_COLLECTED   1

◆ WATER_RING_ACT_NOT_COLLECTED

#define WATER_RING_ACT_NOT_COLLECTED   0

◆ WF_SLID_BRICK_PTFM_ACT_EXTEND

#define WF_SLID_BRICK_PTFM_ACT_EXTEND   1

◆ WF_SLID_BRICK_PTFM_ACT_RETRACT

#define WF_SLID_BRICK_PTFM_ACT_RETRACT   2

◆ WF_SLID_BRICK_PTFM_ACT_WAIT

#define WF_SLID_BRICK_PTFM_ACT_WAIT   0

◆ WF_SLID_BRICK_PTFM_BP_MOV_VEL_10

#define WF_SLID_BRICK_PTFM_BP_MOV_VEL_10   1

◆ WF_SLID_BRICK_PTFM_BP_MOV_VEL_15

#define WF_SLID_BRICK_PTFM_BP_MOV_VEL_15   2

◆ WF_SLID_BRICK_PTFM_BP_MOV_VEL_20

#define WF_SLID_BRICK_PTFM_BP_MOV_VEL_20   3

◆ WIGGLER_ACT_FALL_THROUGH_FLOOR

#define WIGGLER_ACT_FALL_THROUGH_FLOOR   5

◆ WIGGLER_ACT_JUMPED_ON

#define WIGGLER_ACT_JUMPED_ON   3

◆ WIGGLER_ACT_KNOCKBACK

#define WIGGLER_ACT_KNOCKBACK   2

◆ WIGGLER_ACT_SHRINK

#define WIGGLER_ACT_SHRINK   4

◆ WIGGLER_ACT_UNINITIALIZED

#define WIGGLER_ACT_UNINITIALIZED   0

◆ WIGGLER_ACT_WALK

#define WIGGLER_ACT_WALK   1

◆ WIGGLER_TEXT_STATUS_AWAIT_DIALOG

#define WIGGLER_TEXT_STATUS_AWAIT_DIALOG   0

◆ WIGGLER_TEXT_STATUS_COMPLETED_DIALOG

#define WIGGLER_TEXT_STATUS_COMPLETED_DIALOG   2

◆ WIGGLER_TEXT_STATUS_SHOWING_DIALOG

#define WIGGLER_TEXT_STATUS_SHOWING_DIALOG   1

◆ WOODEN_POST_BP_NO_COINS_MASK

#define WOODEN_POST_BP_NO_COINS_MASK   0x0000FF00

◆ YOSHI_ACT_CREDITS

#define YOSHI_ACT_CREDITS   10

◆ YOSHI_ACT_FINISH_JUMPING_AND_DESPAWN

#define YOSHI_ACT_FINISH_JUMPING_AND_DESPAWN   4

◆ YOSHI_ACT_GIVE_PRESENT

#define YOSHI_ACT_GIVE_PRESENT   5

◆ YOSHI_ACT_IDLE

#define YOSHI_ACT_IDLE   0

◆ YOSHI_ACT_TALK

#define YOSHI_ACT_TALK   2

◆ YOSHI_ACT_WALK

#define YOSHI_ACT_WALK   1

◆ YOSHI_ACT_WALK_JUMP_OFF_ROOF

#define YOSHI_ACT_WALK_JUMP_OFF_ROOF   3