mirror of
https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
synced 2024-12-05 01:17:29 +00:00
69d6a732c7
- change: general game mode management more abstract and less H&S oriented
- change: split 8bit updateType into 4bit game mode and 4bit update type.
- change: don't process packets from other game modes (legacy mode for backwards compatibility)
- change: cache game mode of other players in puppet, resend GameModeInf on detected game mode change
- change: send gamemode NONE when H&S is selected but not active
- change: improved distance calculations in squared distance space
- change: change from hider to seeker when dead even if there are no other players
- fix: add hours to the minutes for the H&S GameModeInf packet
- fix: set milliseconds and hours when receiving time from server
- fix: keep the new time from the server for longer than a single frame
- fix: reset H&S icon after receiving a new state from the server
- refac: move code to generate PlayerList into own abstract LayoutPlayerList class.
- refac: to_string() method for GameTime to simplify code in the Game Mode Icon class.
- refac: rename TagInf packet to GameModeInf packet
- refac: remove param from `SocketClient::tryGetPacket()` (unused)
- refac: move all H&S specific files into the same directory (out of layouts)
- refac: move GameModeTimer.cpp from source/server/hns/ to source/server/gamemode/
- refac: clean up some unused, duplicate or complicated imports
- [mod menu] change: use the game mode name in the options & menu title
- [mod menu] change: select the next game mode in the game mode select menu
- [mod menu] change: possibility to always change the gravity setting in the H&S config menu
- [mod menu] add: toggle options to control mario/cappy collision/bounciness
(cherry picked from commit a9b2c87aa0
)
(cherry picked from commit 918f61fbfd619d781d88dc74878d392c48cfa480)
(cherry picked from commit 96aff7dd7167d8244acef7884fa3503d4c3f868a)
(cherry picked from commit 0fb6413ec91bbf679e9f8cea1aa512159101fa46)
(cherry picked from commit ab78a812fd18781655ccf38e803f619ea427d1ac)
Co-authored-by: Robin C. Ladiges <rcl.git@blackpinguin.de>
78 lines
No EOL
4.2 KiB
C++
78 lines
No EOL
4.2 KiB
C++
#pragma once
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#include "al/LiveActor/LiveActor.h"
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#include "al/actor/ActorInitInfo.h"
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#include "al/actor/SubActorKeeper.h"
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#include "al/byaml/ByamlIter.h"
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#include "al/model/ModelCtrl.h"
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#include "al/model/ModelMaterialCategory.h"
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#include "al/model/PartsModel.h"
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#include "al/resource/ActorResource.h"
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#include "al/string/StringTmp.h"
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#include "al/util.hpp"
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#include "al/util/LiveActorUtil.h"
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#include "al/util/ResourceUtil.h"
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#include "game/Player/PlayerCostumeFunction.h"
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#include "game/Player/PlayerJointControlPartsDynamics.h"
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#include "game/Player/PlayerConst.h"
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#include "rs/util/LiveActorUtil.h"
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#include "PlayerCostumeInfo.h"
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#include "sead/math/seadVector.h"
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namespace al {
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class Resource;
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}
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class PlayerFunction
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{
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public:
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static int getPlayerInputPort(const al::LiveActor *);
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static bool tryActivateAmiiboPreventDamage(const al::LiveActor *);
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static bool isPlayerDeadStatus(const al::LiveActor *player);
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static void syncBodyHairVisibility(al::LiveActor *, al::LiveActor *);
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static void syncMarioFaceBeardVisibility(al::LiveActor *, al::LiveActor *);
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static void syncMarioHeadStrapVisibility(al::LiveActor *);
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static bool isNeedHairControl(PlayerBodyCostumeInfo const *, const char *);
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static bool isInvisibleCap(PlayerCostumeInfo const *);
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static void hideHairVisibility(al::LiveActor *);
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static PlayerConst *createMarioConst(char const *);
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static void createCapModelName(sead::BufferedSafeStringBase<char> *, char const *);
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static void initMarioModelActor2D(al::LiveActor *actor, al::ActorInitInfo const &initInfo, char const *model2DName, bool isInvisCap);
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static al::Resource *initCapModelActor(al::LiveActor *, al::ActorInitInfo const &, char const *);
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static al::Resource *initCapModelActorDemo(al::LiveActor *, al::ActorInitInfo const &, char const *);
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static PlayerCostumeInfo *initMarioModelActor(al::LiveActor *player, const al::ActorInitInfo &initInfo, const char *modelName, const char *capType, al::AudioKeeper *keeper, bool isCloset);
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static PlayerCostumeInfo* initMarioModelActorDemo(PlayerJointControlPartsDynamics** jointCtrlPtr,
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al::LiveActor* player, const al::ActorInitInfo& initInfo,
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char const* bodyName, char const* capName,
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PlayerConst const* pConst, sead::Vector3f* noseScale,
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sead::Vector3f* earScale, bool isCloset);
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static PlayerCostumeInfo* initMarioModelCommon(al::LiveActor* player,
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const al::ActorInitInfo& initInfo,
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char const* bodyName, char const* capName,
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int subActorNum, bool isDemo,
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al::AudioKeeper* audioKeeper,
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bool guessIsChromaKey, bool isCloset);
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// not a real symbol, func at 0x445A24
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static void initMarioAudio(al::LiveActor* player, const al::ActorInitInfo& initInfo,
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al::Resource* modelRes, bool isDemo,
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al::AudioKeeper* audioKeeper);
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// not a real symbol, func at 0x448B8C
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static void initMarioSubModel(al::LiveActor* subactor, const al::ActorInitInfo& initInfo,
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bool isInvisible, bool isDemo, bool isChromaKey,
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bool isCloset);
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// not a real symbol, func at 0x445128
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static PlayerHeadCostumeInfo* initMarioHeadCostumeInfo(al::LiveActor* player,
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const al::ActorInitInfo& initInfo,
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const char*, const char*,
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const char*, const char*, bool, bool,
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bool, bool, bool);
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// not a real symbol, func at 0x445DF4
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static void initMarioDepthModel(al::LiveActor *player, bool isDemo, bool isChromaKey);
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}; |