#include #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/area.h" #include "game/level_update.h" #include "levels/scripts.h" #include "actors/common1.h" #include "make_const_nonconst.h" #include "levels/ending/header.h" const LevelScript level_ending_entry[] = { CALL(/*arg*/ LEVEL_ENDING, /*func*/ lvl_set_current_level), INIT_LEVEL(), LOAD_MIO0(/*seg*/ 0x07, _ending_segment_7SegmentRomStart, _ending_segment_7SegmentRomEnd), ALLOC_LEVEL_POOL(), AREA(/*index*/ 1, ending_geo_000050), END_AREA(), FREE_LEVEL_POOL(), SLEEP(/*frames*/ 60), BLACKOUT(/*active*/ FALSE), LOAD_AREA(/*area*/ 1), TRANSITION(/*transType*/ WARP_TRANSITION_FADE_FROM_COLOR, /*time*/ 75, /*color*/ 0x00, 0x00, 0x00), SLEEP(/*frames*/ 120), CALL(/*arg*/ 0, /*func*/ lvl_play_the_end_screen_sound), // L1: // SLEEP(/*frames*/ 1), // JUMP(level_ending_entry + 17), SLEEP_BEFORE_EXIT(/*frames*/ 30 * 10), CALL(/*arg*/ 0, /*func*/ lvl_exiting_credits), CLEAR_LEVEL(), EXIT(), };