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// Normal Mario Geo
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const GeoLayout luigi_geo_face_and_wings [ ] = {
GEO_ASM ( 0 , geo_mario_head_rotation ) ,
GEO_ROTATION_NODE ( 0x00 , 0 , 0 , 0 ) ,
GEO_OPEN_NODE ( ) ,
GEO_SWITCH_CASE ( 0 , geo_switch_mario_cap_on_off ) ,
GEO_OPEN_NODE ( ) ,
GEO_SWITCH_CASE ( 0 , geo_switch_mario_eyes ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_cap_on_eyes_front ) ,
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_cap_on_eyes_half_closed ) ,
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_cap_on_eyes_closed ) ,
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_cap_on_eyes_right ) , // unused
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_cap_on_eyes_left ) , // unused
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_cap_on_eyes_up ) , // unused
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_cap_on_eyes_down ) , // unused
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_cap_on_eyes_dead ) ,
GEO_CLOSE_NODE ( ) ,
GEO_SWITCH_CASE ( 0 , geo_switch_mario_eyes ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_cap_off_eyes_front ) ,
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_cap_off_eyes_half_closed ) ,
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_cap_off_eyes_closed ) ,
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_cap_off_eyes_right ) , // unused
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_cap_off_eyes_left ) , // unused
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_cap_off_eyes_up ) , // unused
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_cap_off_eyes_down ) , // unused
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_cap_off_eyes_dead ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_TRANSLATE_ROTATE ( 0 , 140 , - 50 , - 109 , 22 , - 40 , - 135 ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 0 , geo_mario_rotate_wing_cap_wings ) ,
GEO_ROTATION_NODE ( 0x00 , 0 , 0 , 0 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_ALPHA , luigi_cap_wings ) , // left
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_TRANSLATE_ROTATE ( 0 , 140 , - 50 , 109 , - 22 , 40 , - 135 ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 1 , geo_mario_rotate_wing_cap_wings ) ,
GEO_ROTATION_NODE ( 0x00 , 0 , 0 , 0 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_ALPHA , luigi_cap_wings ) , // right
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_RETURN ( ) ,
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} ;
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const GeoLayout luigi_geo_left_hand [ ] = {
GEO_SWITCH_CASE ( 1 , geo_switch_mario_hand ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 1 , geo_mario_hand_foot_scaler ) ,
GEO_SCALE ( 0x00 , 65536 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_left_hand_closed ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , luigi_left_hand_open ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , luigi_left_hand_closed ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , luigi_left_hand_closed ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , luigi_left_hand_closed ) ,
GEO_CLOSE_NODE ( ) ,
GEO_RETURN ( ) ,
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} ;
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const GeoLayout luigi_geo_right_hand [ ] = {
GEO_SWITCH_CASE ( 0 , geo_switch_mario_hand ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 0 , geo_mario_hand_foot_scaler ) ,
GEO_SCALE ( 0x00 , 65536 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_right_hand_closed ) ,
GEO_CLOSE_NODE ( ) ,
GEO_HELD_OBJECT ( 0x00 , 0 , 0 , 0 , geo_switch_mario_hand_grab_pos ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , luigi_right_hand_open ) ,
GEO_OPEN_NODE ( ) ,
GEO_HELD_OBJECT ( 0x00 , 0 , 0 , 0 , geo_switch_mario_hand_grab_pos ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , luigi_right_hand_peace ) , // here we go hand
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , luigi_right_hand_cap ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , luigi_right_hand_cap ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_ALPHA , luigi_right_hand_cap_wings ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_RETURN ( ) ,
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} ;
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// The body loads all the parts with some shared dls to apply the solid color of the dl that has it, the same rule applies to the medium and low poly geos
const GeoLayout luigi_geo_body [ ] = {
GEO_ANIMATED_PART ( LAYER_OPAQUE , 0 , 22 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 0 , 0 , 0 , luigi_butt ) , // starts sharing solid color with luigi_torso (blue)
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 0 , geo_move_mario_part_from_parent ) ,
GEO_ASM ( 0 , geo_mario_tilt_torso ) ,
GEO_ROTATION_NODE ( 0x00 , 0 , 0 , 0 ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 81 , 0 , 0 , luigi_torso ) ,
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GEO_OPEN_NODE ( ) ,
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GEO_ANIMATED_PART ( LAYER_OPAQUE , 90 , 0 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_BRANCH ( 1 , luigi_geo_face_and_wings ) , // stops sharing because faces has its own dl
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 55 , - 10 , 65 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 0 , 0 , 0 , luigi_left_arm ) , // starts sharing solid color with luigi_left_forearm_shared_dl (red)
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 63 , 0 , 0 , luigi_left_forearm_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_BRANCH ( 1 , luigi_geo_left_hand ) , // stops sharing because hand has its solid color (white)
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 56 , - 10 , - 65 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 0 , 0 , 0 , luigi_right_arm ) , // starts sharing solid color of his dl with luigi_right_forearm_shared_dl (red)
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 63 , 0 , 0 , luigi_right_forearm_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_BRANCH ( 1 , luigi_geo_right_hand ) , // stops sharing because hand has its solid color (white)
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
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GEO_CLOSE_NODE ( ) ,
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GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 15 , - 9 , 40 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 0 , 0 , 0 , luigi_left_thigh ) , // starts sharing solid color of his dl with luigi_left_leg_shared_dl (blue)
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GEO_OPEN_NODE ( ) ,
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GEO_ANIMATED_PART ( LAYER_OPAQUE , 97 , 0 , 0 , luigi_left_leg_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 81 , 0 , 0 , luigi_left_foot ) , // stops sharing because foot has its solid color (brown)
GEO_CLOSE_NODE ( ) ,
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GEO_CLOSE_NODE ( ) ,
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GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 15 , - 9 , - 40 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 0 , 0 , 0 , luigi_right_thigh ) , // starts sharing solid color of his dl with luigi_left_leg_shared_dl (blue)
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 97 , 0 , 0 , luigi_right_leg_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 81 , 0 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 2 , geo_mario_hand_foot_scaler ) ,
GEO_SCALE ( 0x00 , 65536 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_right_foot ) , // stops sharing because foot has its solid color (brown)
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_RETURN ( ) ,
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} ;
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// Vanish Mario Geo
const GeoLayout luigi_vanish_geo_face_and_wings [ ] = {
GEO_ASM ( 0 , geo_mario_head_rotation ) ,
GEO_ROTATION_NODE ( 0x00 , 0 , 0 , 0 ) ,
GEO_OPEN_NODE ( ) ,
GEO_SWITCH_CASE ( 0 , geo_switch_mario_cap_on_off ) ,
GEO_OPEN_NODE ( ) ,
GEO_SWITCH_CASE ( 0 , geo_switch_mario_eyes ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_cap_on_eyes_front ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_cap_on_eyes_half_closed ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_cap_on_eyes_closed ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_cap_on_eyes_right ) , // unused
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_cap_on_eyes_left ) , // unused
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_cap_on_eyes_up ) , // unused
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_cap_on_eyes_down ) , // unused
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_cap_on_eyes_dead ) ,
GEO_CLOSE_NODE ( ) ,
GEO_SWITCH_CASE ( 0 , geo_switch_mario_eyes ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_cap_off_eyes_front ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_cap_off_eyes_half_closed ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_cap_off_eyes_closed ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_cap_off_eyes_right ) , // unused
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_cap_off_eyes_left ) , // unused
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_cap_off_eyes_up ) , // unused
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_cap_off_eyes_down ) , // unused
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_cap_off_eyes_dead ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_TRANSLATE_ROTATE ( 0 , 140 , - 50 , - 109 , 22 , - 40 , - 135 ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 0 , geo_mario_rotate_wing_cap_wings ) ,
GEO_ROTATION_NODE ( 0x00 , 0 , 0 , 0 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_cap_wings_transparent ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_TRANSLATE_ROTATE ( 0 , 140 , - 50 , 109 , - 22 , 40 , - 135 ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 1 , geo_mario_rotate_wing_cap_wings ) ,
GEO_ROTATION_NODE ( 0x00 , 0 , 0 , 0 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_cap_wings_transparent ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_RETURN ( ) ,
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} ;
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const GeoLayout luigi_vanish_geo_left_hand [ ] = {
GEO_SWITCH_CASE ( 1 , geo_switch_mario_hand ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 1 , geo_mario_hand_foot_scaler ) ,
GEO_SCALE ( 0x00 , 65536 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_left_hand_closed ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , luigi_left_hand_open ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , luigi_left_hand_closed ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , luigi_left_hand_closed ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , luigi_left_hand_closed ) ,
GEO_CLOSE_NODE ( ) ,
GEO_RETURN ( ) ,
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} ;
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const GeoLayout luigi_vanish_geo_right_hand [ ] = {
GEO_SWITCH_CASE ( 0 , geo_switch_mario_hand ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 0 , geo_mario_hand_foot_scaler ) ,
GEO_SCALE ( 0x00 , 65536 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_right_hand_closed ) ,
GEO_CLOSE_NODE ( ) ,
GEO_HELD_OBJECT ( 0x00 , 0 , 0 , 0 , geo_switch_mario_hand_grab_pos ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , luigi_right_hand_open ) ,
GEO_OPEN_NODE ( ) ,
GEO_HELD_OBJECT ( 0x00 , 0 , 0 , 0 , geo_switch_mario_hand_grab_pos ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , luigi_right_hand_peace ) , // here we go hand
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , luigi_right_hand_cap ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , luigi_right_hand_cap ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_ALPHA , luigi_right_hand_cap_wings ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_RETURN ( ) ,
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} ;
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// Same rule body as Normal Mario
const GeoLayout luigi_vanish_geo_body [ ] = {
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 0 , 22 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 0 , 0 , 0 , luigi_butt ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 0 , geo_move_mario_part_from_parent ) ,
GEO_ASM ( 0 , geo_mario_tilt_torso ) ,
GEO_ROTATION_NODE ( 0x00 , 0 , 0 , 0 ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 81 , 0 , 0 , luigi_torso ) ,
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GEO_OPEN_NODE ( ) ,
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GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 90 , 0 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_BRANCH ( 1 , luigi_vanish_geo_face_and_wings ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 55 , - 10 , 65 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 0 , 0 , 0 , luigi_left_arm ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 63 , 0 , 0 , luigi_left_forearm_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_BRANCH ( 1 , luigi_vanish_geo_left_hand ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 56 , - 10 , - 65 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 0 , 0 , 0 , luigi_right_arm ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 63 , 0 , 0 , luigi_right_forearm_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_BRANCH ( 1 , luigi_vanish_geo_right_hand ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
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GEO_CLOSE_NODE ( ) ,
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GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 15 , - 9 , 40 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 0 , 0 , 0 , luigi_left_thigh ) ,
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GEO_OPEN_NODE ( ) ,
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GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 97 , 0 , 0 , luigi_left_leg_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 81 , 0 , 0 , luigi_left_foot ) ,
GEO_CLOSE_NODE ( ) ,
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GEO_CLOSE_NODE ( ) ,
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GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 15 , - 9 , - 40 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 0 , 0 , 0 , luigi_right_thigh ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 97 , 0 , 0 , luigi_right_leg_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 81 , 0 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 2 , geo_mario_hand_foot_scaler ) ,
GEO_SCALE ( 0x00 , 65536 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_right_foot ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_RETURN ( ) ,
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} ;
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// Metal Mario Geo
const GeoLayout luigi_metal_geo_face_and_wings [ ] = {
GEO_ASM ( 0 , geo_mario_head_rotation ) ,
GEO_ROTATION_NODE ( 0x00 , 0 , 0 , 0 ) ,
GEO_OPEN_NODE ( ) ,
GEO_SWITCH_CASE ( 0 , geo_switch_mario_cap_on_off ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_metal_cap_on_shared_dl ) ,
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_metal_cap_off_shared_dl ) ,
GEO_CLOSE_NODE ( ) ,
GEO_TRANSLATE_ROTATE ( 0 , 140 , - 50 , - 109 , 22 , - 40 , - 135 ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 0 , geo_mario_rotate_wing_cap_wings ) ,
GEO_ROTATION_NODE ( 0x00 , 0 , 0 , 0 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_ALPHA , luigi_metal_cap_wings ) , // left
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_TRANSLATE_ROTATE ( 0 , 140 , - 50 , 109 , - 22 , 40 , - 135 ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 1 , geo_mario_rotate_wing_cap_wings ) ,
GEO_ROTATION_NODE ( 0x00 , 0 , 0 , 0 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_ALPHA , luigi_metal_cap_wings ) , // right
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_RETURN ( ) ,
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} ;
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const GeoLayout luigi_metal_geo_left_hand [ ] = {
GEO_SWITCH_CASE ( 1 , geo_switch_mario_hand ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 1 , geo_mario_hand_foot_scaler ) ,
GEO_SCALE ( 0x00 , 65536 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_left_hand_closed_shared_dl ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , luigi_left_hand_open_shared_dl ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , luigi_left_hand_closed_shared_dl ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , luigi_left_hand_closed_shared_dl ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , luigi_left_hand_closed_shared_dl ) ,
GEO_CLOSE_NODE ( ) ,
GEO_RETURN ( ) ,
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} ;
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const GeoLayout luigi_metal_geo_right_hand [ ] = {
GEO_SWITCH_CASE ( 0 , geo_switch_mario_hand ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 0 , geo_mario_hand_foot_scaler ) ,
GEO_SCALE ( 0x00 , 65536 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_metal_right_hand_closed ) ,
GEO_CLOSE_NODE ( ) ,
GEO_HELD_OBJECT ( 0x00 , 0 , 0 , 0 , geo_switch_mario_hand_grab_pos ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , luigi_metal_right_hand_open ) ,
GEO_OPEN_NODE ( ) ,
GEO_HELD_OBJECT ( 0x00 , 0 , 0 , 0 , geo_switch_mario_hand_grab_pos ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , luigi_right_hand_peace_shared_dl ) , // here we go hand
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , luigi_metal_right_hand_cap_shared_dl ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 71 , 0 , 0 , luigi_metal_right_hand_cap_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_ALPHA , luigi_metal_right_hand_cap_shared_dl_wings ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_RETURN ( ) ,
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} ;
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// A difference from Normal Mario is that the dls after the butt and left thigh shares the metal texture of it, same rule applies to the medium and low poly geos
const GeoLayout luigi_metal_geo_body [ ] = {
GEO_ANIMATED_PART ( LAYER_OPAQUE , 0 , 22 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 0 , 0 , 0 , luigi_metal_butt ) , // starts sharing metal texture with the dls below
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 0 , geo_move_mario_part_from_parent ) ,
GEO_ASM ( 0 , geo_mario_tilt_torso ) ,
GEO_ROTATION_NODE ( 0x00 , 0 , 0 , 0 ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 81 , 0 , 0 , luigi_metal_torso_shared_dl ) ,
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GEO_OPEN_NODE ( ) ,
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GEO_ANIMATED_PART ( LAYER_OPAQUE , 90 , 0 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_BRANCH ( 1 , luigi_metal_geo_face_and_wings ) , // unlike normal mario geo, these dls still share the metal texture
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 55 , - 10 , 65 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 0 , 0 , 0 , luigi_left_arm_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 63 , 0 , 0 , luigi_left_forearm_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_BRANCH ( 1 , luigi_metal_geo_left_hand ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 56 , - 10 , - 65 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 0 , 0 , 0 , luigi_right_arm_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 63 , 0 , 0 , luigi_right_forearm_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_BRANCH ( 1 , luigi_metal_geo_right_hand ) , // stop sharing because the wing metal cap of it
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
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GEO_CLOSE_NODE ( ) ,
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GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 15 , - 9 , 40 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 0 , 0 , 0 , luigi_metal_left_thigh ) , // starts sharing metal texture with the dls below
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GEO_OPEN_NODE ( ) ,
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GEO_ANIMATED_PART ( LAYER_OPAQUE , 97 , 0 , 0 , luigi_left_leg_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 81 , 0 , 0 , luigi_left_foot_shared_dl ) ,
GEO_CLOSE_NODE ( ) ,
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GEO_CLOSE_NODE ( ) ,
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GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 15 , - 9 , - 40 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 0 , 0 , 0 , luigi_right_thigh_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 97 , 0 , 0 , luigi_right_leg_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_OPAQUE , 81 , 0 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 2 , geo_mario_hand_foot_scaler ) ,
GEO_SCALE ( 0x00 , 65536 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_OPAQUE , luigi_metal_right_foot ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_RETURN ( ) ,
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} ;
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// Metal Vanish Mario Geo
const GeoLayout luigi_metal_vanish_geo_face_and_wings [ ] = {
GEO_ASM ( 0 , geo_mario_head_rotation ) ,
GEO_ROTATION_NODE ( 0x00 , 0 , 0 , 0 ) ,
GEO_OPEN_NODE ( ) ,
GEO_SWITCH_CASE ( 0 , geo_switch_mario_cap_on_off ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_metal_cap_on_shared_dl ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_metal_cap_off_shared_dl ) ,
GEO_CLOSE_NODE ( ) ,
GEO_TRANSLATE_ROTATE ( 0 , 140 , - 50 , - 109 , 22 , - 40 , - 135 ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 0 , geo_mario_rotate_wing_cap_wings ) ,
GEO_ROTATION_NODE ( 0x00 , 0 , 0 , 0 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_metal_cap_wings_transparent ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_TRANSLATE_ROTATE ( 0 , 140 , - 50 , 109 , - 22 , 40 , - 135 ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 1 , geo_mario_rotate_wing_cap_wings ) ,
GEO_ROTATION_NODE ( 0x00 , 0 , 0 , 0 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_metal_cap_wings_transparent ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_RETURN ( ) ,
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} ;
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const GeoLayout luigi_metal_vanish_geo_left_hand [ ] = {
GEO_SWITCH_CASE ( 0 , geo_switch_mario_hand ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 1 , geo_mario_hand_foot_scaler ) ,
GEO_SCALE ( 0x00 , 65536 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_left_hand_closed_shared_dl ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , luigi_left_hand_open_shared_dl ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , luigi_left_hand_closed_shared_dl ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , luigi_left_hand_closed_shared_dl ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , luigi_left_hand_closed_shared_dl ) ,
GEO_CLOSE_NODE ( ) ,
GEO_RETURN ( ) ,
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} ;
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const GeoLayout luigi_metal_vanish_geo_right_hand [ ] = {
GEO_SWITCH_CASE ( 0 , geo_switch_mario_hand ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 0 , geo_mario_hand_foot_scaler ) ,
GEO_SCALE ( 0x00 , 65536 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_metal_right_hand_closed ) ,
GEO_CLOSE_NODE ( ) ,
GEO_HELD_OBJECT ( 0x00 , 0 , 0 , 0 , geo_switch_mario_hand_grab_pos ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , luigi_metal_right_hand_open ) ,
GEO_OPEN_NODE ( ) ,
GEO_HELD_OBJECT ( 0x00 , 0 , 0 , 0 , geo_switch_mario_hand_grab_pos ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , luigi_right_hand_peace_shared_dl ) , // here we go hand
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , luigi_metal_right_hand_cap_shared_dl ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 71 , 0 , 0 , luigi_metal_right_hand_cap_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_ALPHA , luigi_metal_right_hand_cap_shared_dl_wings ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_RETURN ( ) ,
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} ;
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// Same rules as Metal Mario
const GeoLayout luigi_metal_vanish_geo_body [ ] = {
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 0 , 22 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 0 , 0 , 0 , luigi_metal_butt ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 0 , geo_move_mario_part_from_parent ) ,
GEO_ASM ( 0 , geo_mario_tilt_torso ) ,
GEO_ROTATION_NODE ( 0x00 , 0 , 0 , 0 ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 81 , 0 , 0 , luigi_metal_torso_shared_dl ) ,
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GEO_OPEN_NODE ( ) ,
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GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 90 , 0 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_BRANCH ( 1 , luigi_metal_vanish_geo_face_and_wings ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 55 , - 10 , 65 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 0 , 0 , 0 , luigi_left_arm_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 63 , 0 , 0 , luigi_left_forearm_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_BRANCH ( 1 , luigi_metal_vanish_geo_left_hand ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 56 , - 10 , - 65 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 0 , 0 , 0 , luigi_right_arm_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 63 , 0 , 0 , luigi_right_forearm_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_BRANCH ( 1 , luigi_metal_vanish_geo_right_hand ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
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GEO_CLOSE_NODE ( ) ,
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GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 15 , - 9 , 40 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 0 , 0 , 0 , luigi_metal_left_thigh ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 97 , 0 , 0 , luigi_left_leg_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 81 , 0 , 0 , luigi_left_foot_shared_dl ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 15 , - 9 , - 40 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 0 , 0 , 0 , luigi_right_thigh_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 97 , 0 , 0 , luigi_right_leg_shared_dl ) ,
GEO_OPEN_NODE ( ) ,
GEO_ANIMATED_PART ( LAYER_TRANSPARENT , 81 , 0 , 0 , NULL ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 2 , geo_mario_hand_foot_scaler ) ,
GEO_SCALE ( 0x00 , 65536 ) ,
GEO_OPEN_NODE ( ) ,
GEO_DISPLAY_LIST ( LAYER_TRANSPARENT , luigi_metal_right_foot ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_RETURN ( ) ,
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} ;
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// High Poly
const GeoLayout luigi_geo_load_body [ ] = {
GEO_SWITCH_CASE ( 0 , geo_switch_mario_cap_effect ) ,
GEO_OPEN_NODE ( ) ,
GEO_BRANCH ( 1 , luigi_geo_body ) ,
GEO_BRANCH ( 1 , luigi_vanish_geo_body ) ,
GEO_BRANCH ( 1 , luigi_metal_geo_body ) ,
GEO_BRANCH ( 1 , luigi_metal_vanish_geo_body ) ,
GEO_CLOSE_NODE ( ) ,
GEO_RETURN ( ) ,
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} ;
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// This last geo is used to load all of Mario Geo in the Level Scripts
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const GeoLayout luigi_geo [ ] = {
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GEO_SHADOW ( SHADOW_CIRCLE_PLAYER , 0xB4 , 100 ) ,
GEO_OPEN_NODE ( ) ,
GEO_SCALE ( 0x00 , 16384 ) ,
GEO_OPEN_NODE ( ) ,
GEO_ASM ( 0 , geo_mario_set_player_colors ) ,
GEO_ASM ( 0 , geo_mirror_mario_backface_culling ) ,
GEO_ASM ( 0 , geo_mirror_mario_set_alpha ) ,
GEO_OPEN_NODE ( ) ,
GEO_BRANCH ( 1 , luigi_geo_load_body ) ,
GEO_CLOSE_NODE ( ) ,
GEO_ASM ( 1 , geo_mirror_mario_backface_culling ) ,
GEO_CLOSE_NODE ( ) ,
GEO_CLOSE_NODE ( ) ,
GEO_END ( ) ,
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} ;