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.text
.align 4
.set sp, 1

.extern returnFromGPSFASixth
.extern daEnItem_c__GetWhetherPlayerCanGetPowerupOrNot
.extern dAcPy_c__ChangePowerupWithAnimation
.extern PlayPlayerSound
.extern CreateActor
.extern PlayerProjectileShooting
.extern Actor_SearchByName
.extern SomeTable_802F5440
.extern SomeTable_802F5580
.extern SomeTable_802F56C0
.extern BlahTable
.extern continuePlumberSetPowerupTexture
.extern doneSettingThePowerupTexture
.extern doneSettingThePowerupTexture2
.extern returnFromPowerupSoundChange

#ifndef __MWERKS__
.set r0,0;   .set r1,1;   .set r2,2; .set r3,3;   .set r4,4
.set r5,5;   .set r6,6;   .set r7,7;   .set r8,8;   .set r9,9
.set r10,10; .set r11,11; .set r12,12; .set r13,13; .set r14,14
.set r15,15; .set r16,16; .set r17,17; .set r18,18; .set r19,19
.set r20,20; .set r21,21; .set r22,22; .set r23,23; .set r24,24
.set r25,25; .set r26,26; .set r27,27; .set r28,28; .set r29,29
.set r30,30; .set r31,31; .set f0,0; .set f2,2; .set f3,3
.set f1,1;   .set f30,30; .set f31,31
#endif

.global GetInfoFromDumbTable
GetInfoFromDumbTable:
	lis r3, SomeTable@h
	ori r3, r3, SomeTable@l

	slwi r4, r4, 2
	slwi r0, r5, 6

	lwzx r3, r3, r4
	add r3, r3, r0
	blr




.global FukidashiFix
FukidashiFix:
	lis r7, ZeroFloat@h
	ori r7, r7, ZeroFloat@l
	
	lis r8, FukidashiTable2@h
	ori r8, r8, FukidashiTable2@l
	
	mulli r6, r4, 0x20
	slwi r0, r5, 2
	add r0, r0, r6
	
	lfs f0, 0(r7)
	lfsx f1, r8, r0
	
	stfs f0, 0x1DC(r3)
	stfs f1, 0x1E0(r3)
	stfs f0, 0x1E4(r3)
	
	blr




.global PlayerGetHeight
PlayerGetHeight:
	lwz r0, 0x14D4(r3)
	
	lwz r4, 0x1090(r3)
	slwi r4, r4, 3
	
	cmpwi r0, 0
	beq useNormal
	cmpwi r0, 1
	bne useDucking
	
useNormal:
	lis r3, PlayerHeightsNormal@h
	ori r3, r3, PlayerHeightsNormal@l
	b gotOffset
	
useDucking:
	lis r3, PlayerHeightsDucking@h
	ori r3, r3, PlayerHeightsDucking@l
	
gotOffset:
	lfsx f1, r3, r4
	blr



.global WtfEver
WtfEver:
	lis r3, WtfEverTable@h
	ori r3, r3, WtfEverTable@l
	lfsx f0, r3, r0
	blr



.global YetAnother
YetAnother:
	lis r3, YetAnotherTable@h
	ori r3, r3, YetAnotherTable@l
	lfsx f0, r3, r0
	blr




.global GetWeirdScaleTable
GetWeirdScaleTable:
	lis r5, WeirdScaleTable@h
	ori r5, r5, WeirdScaleTable@l
	lfsx f1, r5, r0
	blr





.global GetAsdfTable
GetAsdfTable:
	extsb r0, r4
	cmpwi r0, -1
	bne dontGetThisOne
	
	lwz r0, 0x1090(r3)
	extsb r4, r0
	
dontGetThisOne:
	extsb r0, r4
	
	lis r3, AsdfTable@h
	ori r3, r3, AsdfTable@l
	lbzx r3, r3, r0
	
	blr





.global GetBlahTableOffset
GetBlahTableOffset:
	lis r5, BlahTableOffsets@h
	ori r5, r5, BlahTableOffsets@l
	lwzx r30, r5, r4
	blr


.global DealWithBlahTable
DealWithBlahTable:
	lis r5, BlahTableOffsets@h
	ori r5, r5, BlahTableOffsets@l
	
	# points to BlahTable
	lis r4, BlahTable@h
	ori r4, r4, BlahTable@l
	
	# get blahtableoffset entry based on powerup
	lwz r0, 0x1090(r3)
	slwi r0, r0, 2
	lwzx r0, r5, r0
	
	# now get the entry from the blahtable
	slwi r0, r0, 2
	lwzx r4, r4, r0
	
	# do shit here
	
	lfs f3, 0(r4)
	stfs f3, 0x14E4(r3)
	stfs f3, 0x164(r3)
	
	lfs f1, 0x2A70(r3)
	lfs f0, 0x2A74(r3)
	
	lfs f2, 4(r4)
	fadds f1, f2, f1
	fadds f0, f0, f1
	stfs f0, 0x14E8(r3)
	stfs f0, 0x168(r3)
	
	lfs f0, 0x8(r4)
	lfs f1, 0xC(r4)
	stfs f0, 0x16C(r3)
	stfs f1, 0x170(r3)
	
	# hope I did this right
	blr





.global GetPowerupScaleFloatAddr_r6_trash_r0_valshl2_r4_dest
GetPowerupScaleFloatAddr_r6_trash_r0_valshl2_r4_dest:
	lis r6, PowerupScaleFloats@h
	ori r6, r6, PowerupScaleFloats@l
	add r4, r6, r0
	blr

.global GetPowerupScaleFloatAddr_r6_trash_r0_valshl2_r3_dest
GetPowerupScaleFloatAddr_r6_trash_r0_valshl2_r3_dest:
	lis r6, PowerupScaleFloats@h
	ori r6, r6, PowerupScaleFloats@l
	add r3, r6, r0
	blr

.global GetPowerupScaleFloatAddr_r8_trash_r0_valshl2_r7_dest
GetPowerupScaleFloatAddr_r8_trash_r0_valshl2_r7_dest:
	lis r8, PowerupScaleFloats@h
	ori r8, r8, PowerupScaleFloats@l
	add r7, r8, r0
	blr

.global GetPowerupScaleFloatAddr_fixForSixth
GetPowerupScaleFloatAddr_fixForSixth:
	lis r5, PowerupScaleFloats@h
	ori r5, r5, PowerupScaleFloats@l
	add r4, r5, r4
	b returnFromGPSFASixth



.global PlumberSetPowerupFix
PlumberSetPowerupFix:
	lbz r0, 0x152(r31) # get powerup id
	
	cmpwi r0, 2
	beq doFireTex
	
	cmpwi r0, 6
	beq doIceTex
	
	cmpwi r0, 7
	beq doHammerTex
	
	li r4, 0
	b gotTexID
	
doFireTex:
	li r4, 1
	b gotTexID
	
doIceTex:
	li r4, 2
	b gotTexID
	
doHammerTex:
	li r4, 3
	
gotTexID:
	lwz r12, 0(r31)
	mr r3, r31
	lwz r12, 0x34(r12)
	mtctr r12
	bctrl
	
	b doneSettingThePowerupTexture



.global PlumberSetPowerupFix2
PlumberSetPowerupFix2:
	cmpwi r31, 2
	beq doFireTex2
	
	cmpwi r31, 6
	beq doIceTex2
	
	cmpwi r31, 7
	beq doHammerTex2
	
	li r4, 0
	b gotTexID2
	
doFireTex2:
	li r4, 1
	b gotTexID2
	
doIceTex2:
	li r4, 2
	b gotTexID2
	
doHammerTex2:
	li r4, 3
	
gotTexID2:
	lwz r3, 0x2A64(r30)
	lwz r12, 0(r3)
	lwz r12, 0x34(r12)
	mtctr r12
	bctrl
	
	b doneSettingThePowerupTexture2




.global PlumberSetPowerupTextureFix
PlumberSetPowerupTextureFix:
	stb r4, 0x153(r3)
	
	lis r5, PowerupTextures@h
	ori r5, r5, PowerupTextures@l
	
	slwi r4, r4, 2
	lfsx f31, r5, r4
	
	b continuePlumberSetPowerupTexture



.global SetHammerToEnItemDCA
SetHammerToEnItemDCA:
	bl daEnItem_c__GetWhetherPlayerCanGetPowerupOrNot
	cmpwi r3, 1
	bne DontSetHammer
	
	li r0, 5
	sth r0, 0xDCA(r31)
	
DontSetHammer:
	lwz r0, 0x14(sp)
	lwz r31, 0xC(sp)
	mtlr r0
	addi sp, sp, 0x10
	blr

.global SetHammerToEnItemDCASpecial
SetHammerToEnItemDCASpecial:
	cmplwi r4, 0x19
	b _not19
	li r0, 0xD
	sth r0, 0xDCA(r3)
_not19:
	cmplwi r4, 6
	bnelr
	li r0, 5
	sth r0, 0xDCA(r3)
	blr


#.global EnItem_BindAnimation_Fix
#EnItem_BindAnimation_Fix:
#	lhz r0, 0xDCA(r3)
#	cmpwi r0, 5
#	beqlr
#	stwu sp, -0x20(sp)
#	b EnItem_BindAnimation_Continued


.global FixPowerupSound
FixPowerupSound:
	#lis r3, DBString@h
	#ori r3, r3, DBString@l
	#lwz r4, 0x1090(r29)
	#crclr 4*cr1+eq
	#bl OSReport

	lwz r5, 0x14DC(r29) # Original powerup
	lwz r0, 0x1090(r29) # New powerup
	# if NEW is 1 (big) and OLD is not 0 or 3, then play 273 (powerdown)
	cmpwi r0, 1
	bne dontConsiderPowerdown

	cmpwi r5, 0
	beq dontConsiderPowerdown
	cmpwi r5, 3
	beq dontConsiderPowerdown
	# If the player is here, he was downgraded from a higher powerup to Big Mario
	# So play the powerdown sound
	mr r3, r29
	li r4, 273
	li r5, 0
	b returnFromPowerupSoundChange

dontConsiderPowerdown:
	lis r3, PowerupSounds@h
	ori r3, r3, PowerupSounds@l
	slwi r4, r0, 2
	lwzx r4, r3, r4
	mr r3, r29
	li r5, 0

	b returnFromPowerupSoundChange


.global WeirdAnimLoadHack
WeirdAnimLoadHack:
	cmplwi r4, 5 #hammersuit
	beqlr
	cmplwi r4, 6 #1up
	beqlr
	# neither of those succeeded
	crclr 4*cr0+eq
	blr



.global TryToGiveMarioHammerSuit
TryToGiveMarioHammerSuit:
	stwu sp, -0x10(sp)
	mflr r0
	stw r0, 0x14(sp)
	
	# check the obtained item number
	cmplwi r3, 5
	bne IsntGettingHammerSuit
	
	# check the current player powerup
	cmplwi r4, 7
	bne DontHaveHammerSuit
	
	li r28, 0
	li r29, 2
	b ReturnFromTTGMHS
	
DontHaveHammerSuit:
	mr r3, r30
	li r4, 7
	bl dAcPy_c__ChangePowerupWithAnimation
	
	cmpwi r3, 0
	beq ReturnFromTTGMHS
	
	li r29, 1
	
IsntGettingHammerSuit:
ReturnFromTTGMHS:
	# end of function
	lwz r0, 0x14(sp)
	mtlr r0
	addi sp, sp, 0x10
	
	# leftover instruction from what we replaced to add the bl
	cmpwi r29, 0
	blr



.global ThrowHammer
ThrowHammer:
	# continues on from PlayerProjectileShooting
	
	# get powerup
	lwz r3, 0x1090(r30)
	cmplwi r3, 7
	bne ReturnFromThrowHammer
	
	mr r3, r30
	li r4, 498
	li r5, 0
	bl PlayPlayerSound
	
	li r3, 0x73			# Hammer
	li r4, 0				# Settings
	addi r5, sp, 0x2C		# Position
	li r6, 0				# Rotation
	lbz r7, 0x38F(r30)	# Layer
	bl CreateActor
	
	# Store player ID
	lwz r4, 0(r30)
	stw r4, 0x450(r3)
	
	# store player number, but add 0x100 to differentiate it from 0
	lbz r4, 0x38D(r30)
	addi r4, r4, 0x100
	stw r4, 0x458(r3)
	
	# Fix scale
	lis r4, OneFloat@h
	ori r4, r4, OneFloat@l
	lfs f0, 0(r4)
	stfs f0, 0xDC(r3)
	stfs f0, 0xE0(r3)
	stfs f0, 0xE4(r3)
	
	mr r4, r30
	lwz r12, 0x60(r3)
	lwz r12, 0x8C(r12)
	mtctr r12
	bctrl
	
ReturnFromThrowHammer:
	lwz r0, 0xC4(sp)
	psq_l f31, 0xB8(sp), 1, 0
	lfd f31, 0xB0(sp)
	psq_l f30, 0xA8(sp), 1, 0
	lfd f30, 0xA0(sp)
	lwz r31, 0x9C(sp)
	lwz r30, 0x98(sp)
	mtlr r0
	addi sp, sp, 0xC0
	blr



.global MoreProjectileStuff_Fix
MoreProjectileStuff_Fix:
	lwz r3, 0x1090(r31)
	cmplwi r3, 7
	bne ReturnFromMPSFix
	
	mr r3, r31
	li r4, 1
	bl PlayerProjectileShooting
	
ReturnFromMPSFix:
	lwz r0, 0x14(sp)
	lwz r31, 0xC(sp)
	mtlr r0
	addi sp, sp, 0x10
	blr



.global ProjectileShootCheck_Fix
ProjectileShootCheck_Fix:
	lwz r3, 0x1090(r31)
	cmplwi r3, 7
	bne Return0fromPSCFix
	
	lbz r3, 0x38D(r31)
	li r4, 0
	extsb r3, r3
	bl CheckHammerLimit
	
	cmpwi r3, 0
	beq Return0fromPSCFix
	
	b Return1fromPSCFix

Return0fromPSCFix:
	li r3, 0
	b ReturnFromPSCFix
	
Return1fromPSCFix:
	li r3, 1
	
ReturnFromPSCFix:
	lwz r0, 0x14(sp)
	lwz r31, 0xC(sp)
	mtlr r0
	addi sp, sp, 0x10
	blr


.global CheckHammerLimit
CheckHammerLimit:
	stwu sp, -0x10(sp)
	mflr r0
	stw r0, 0x14(sp)
	stw r31, 0xC(sp)
	stw r30, 0x8(sp)
	
	# r30 = player number
	mr r30, r3
	addi r30, r30, 0x100
	
	# r31 = hammer count so far
	li r31, 0
	
	# search for every Hammer
	
	li r3, 0
	b startOrContinueLoop
loop:
	
	lwz r4, 0x458(r3)
	cmpw r4, r30
	bne startOrContinueLoop
	
	addi r31, r31, 1
	
startOrContinueLoop:
	mr r4, r3
	li r3, 0x73
	bl Actor_SearchByName
	
	cmpwi r3, 0
	bne loop
	
	# now if the current count is >= 2, return 0
	# otherwise return 1
	cmpwi r31, 2
	bge tooManyHammers
	
	li r3, 1
	b gotHammerStatus
	
tooManyHammers:
	li r3, 0
	
gotHammerStatus:
	lwz r0, 0x14(sp)
	lwz r31, 0xC(sp)
	lwz r30, 0x8(sp)
	mtlr r0
	addi sp, sp, 0x10
	blr




.extern continueToadPowerupSet
.global ToadPowerupFix
ToadPowerupFix:
	cmpwi r4, 3
	beq isHammerForToad

	lis r8, PowerupTextures@h
	ori r8, r8, PowerupTextures@l
	slwi r9, r4, 2
	lfsx f1, r8, r9
	fadds f31, f31, f1
	b continueToadPowerupSet

isHammerForToad:
	lis r8, ToadTextures@h
	ori r8, r8, ToadTextures@l
	slwi r9, r0, 2
	lfsx f31, r8, r9
	b continueToadPowerupSet






.global CheckExistingPowerup
CheckExistingPowerup:

	lwz r3, 0x14E0(r3)
	blr





.global AcPyCtorHS
AcPyCtorHS:
	stwu r1, -0x10(r1)
	mflr r0
	stw r0, 0x14(r1)
	stw r31, 0xC(r1)
	mr r31, r3

	bl build__21dHammerSuitRenderer_cFv
	stw r3, 0x2D08(r31)

	mr r3, r31
	lwz r31, 0xC(r1)
	lwz r0, 0x14(r1)
	mtlr r0
	addi r1, r1, 0x10
	blr

.global AcPyDtorHS
AcPyDtorHS:
	stwu r1, -0x10(r1)
	mflr r0
	stw r0, 0x14(r1)
	stw r31, 0xC(r1)
	stw r30, 8(r1)

	mr r31, r4
	mr r30, r3

	cmpwi r3, 0
	beq oops
	lwz r3, 0x2D08(r30)
	li r4, 1
	bl __dt__21dHammerSuitRenderer_cFv
oops:
	
	mr r3, r30
	mr r4, r31
	bl RealAcPyDtor

	lwz r30, 8(r1)
	lwz r31, 0xC(r1)
	lwz r0, 0x14(r1)
	mtlr r0
	addi r1, r1, 0x10
	blr

.global AcPySetMeUpHS
AcPySetMeUpHS:
	# partway in: r31 = this
	lwz r3, 0x2D08(r31)
	addi r4, r31, 0x2A60
	bl setup__21dHammerSuitRenderer_cFP21dPlayerModelHandler_c

	# epilogue
	li r3, 1
	lwz r31, 0xC(r1)
	lwz r0, 0x14(r1)
	mtlr r0
	addi r1, r1, 0x10
	blr

.global AcPyDrawHS
AcPyDrawHS:
	# partway in: r31 = this
	lwz r3, 0x2D08(r31)
	bl draw__21dHammerSuitRenderer_cFv

	# epilogue
	li r3, 1
	lwz r0, 0x14(r1)
	lwz r31, 0xC(r1)
	mtlr r0
	addi r1, r1, 0x10
	blr

.extern RealAcPyDtor
.extern build__21dHammerSuitRenderer_cFv
.extern __dt__21dHammerSuitRenderer_cFv
.extern setup__21dHammerSuitRenderer_cFP21dPlayerModelHandler_c
.extern draw__21dHammerSuitRenderer_cFv

.data

PowerupSounds:
	.long 273, 274, 274, 275, 276, 277, 274, 274


SomeTable:
	.long SomeTable_802F5580
	.long SomeTable_802F56C0
	.long SomeTable_802F56C0
	.long SomeTable_802F5440
	.long SomeTable_802F56C0
	.long SomeTable_802F56C0
	.long SomeTable_802F56C0
	.long SomeTable_802F56C0

ZeroFloat:
	.float 0.0

OneFloat:
	.float 1.0

FukidashiTable2:
	.float 20.0, 32.0, 32.0, 12.0, 38.0, 33.0, 32.0, 32.0
	.float 20.0, 34.0, 34.0, 12.0, 39.0, 35.0, 34.0, 34.0
	.float 20.0, 29.0, 29.0, 11.0, 34.0, 29.0, 29.0, 29.0
	.float 20.0, 29.0, 29.0, 11.0, 34.0, 29.0, 29.0, 29.0

PlayerHeightsNormal:
	.float 16.0, 27.0, 27.0, 12.0, 27.0, 27.0, 27.0, 27.0

PlayerHeightsDucking:
	.float 13.0, 21.0, 21.0, 9.0, 21.0, 21.0, 21.0, 21.0

WtfEverTable:
	.float 4.5, 10.0, 10.0, 1.0, 10.0, 9.0, 10.0, 10.0

YetAnotherTable:
	.float 0.0, -4.0, -4.0, 4.0, -6.0, -2.0, -4.0, -4.0

WeirdScaleTable:
	.float 16.0, 31.0, 31.0, 6.0, 34.0, 31.0, 31.0, 31.0

AsdfTable:
	.byte 1, 2, 2, 0, 2, 2, 2, 2

BlahTableOffsets:
	.long 1, 2, 2, 0, 3, 2, 2, 2

PowerupScaleFloats:
	.long 0xDEADBEEF, 0xDEADBEEF # padding
	.float 1.0
	.float 1.0
	.float 1.0
	.float 0.6
	.float 1.0
	.float 1.0
	.float 1.0
	.float 1.0

PowerupTextures:
	.float 0.0
	.float 1.0
	.float 2.0
	.float 3.0
ToadTextures:
	.long 0xDEADBEEF, 0xDEADBEEF
	.float 7.0, 8.0, 6.0

.global BrosArcFileName
BrosArcFileName:
	.string "hammerM"

.global I_hammerArcFilename
I_hammerArcFilename:
	.string "I_hammer"

.global I_hammerResFile
I_hammerResFile:
#	.string "g3d/I_hammer.brres"
	.string "g3d/I_fireflower.brres"

.global I_hammerModelName
I_hammerModelName:
#	.string "I_hammer"
	.string "I_fireflower"


#PowerupTexDebugStr:
#	.string "Plumber::SetPowerupTexture() called on class %p with texnum %d lr=%p\n"

#DBString:
#	.string "PW:%d\n"

#.global BrosModelFilename
#BrosModelFilename:
#	.string "g3d/bros.brres"

#.global HammerModelName
#HammerModelName:
#	.string "bros_hammer"