2023-12-16 18:57:24 +00:00
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if SM64COOPDX_VERSION == nil then return end
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2023-12-16 14:07:37 +00:00
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----------------
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-- Teching v2 --
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----------------
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local TECH_KB = {
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[ACT_GROUND_BONK] = ACT_BACKWARD_ROLLOUT,
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[ACT_BACKWARD_GROUND_KB] = ACT_BACKWARD_ROLLOUT,
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[ACT_HARD_BACKWARD_GROUND_KB] = ACT_BACKWARD_ROLLOUT,
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[ACT_HARD_FORWARD_GROUND_KB] = ACT_FORWARD_ROLLOUT,
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[ACT_FORWARD_GROUND_KB] = ACT_FORWARD_ROLLOUT,
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}
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local tech_tmr = 0
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local function mario_on_set_action(m)
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if TECH_KB[m.action] then
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tech_tmr = 0
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end
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end
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local function mario_update(m)
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if TECH_KB[m.action] then
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tech_tmr = tech_tmr + 1
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if tech_tmr <= 9.9 and (m.input & INPUT_Z_PRESSED) ~= 0 then
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m.vel.y = 21.0
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m.particleFlags = m.particleFlags | ACTIVE_PARTICLE_SPARKLES
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tech_tmr = 0
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return set_mario_action(m, TECH_KB[m.action], 1)
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end
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end
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end
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hook_event(HOOK_MARIO_UPDATE, mario_update)
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hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action)
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---------------------------------------------
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-- Jump and Crouch Leniency by SMS Alfredo --
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---------------------------------------------
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gGlobalSyncTable.jumpLeniency = 5
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--Actions you're allowed leniency out of
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LNCY_AIR_ACTIONS = {
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[ACT_BACKFLIP_LAND] = true,
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[ACT_BACKFLIP_LAND_STOP] = true,
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[ACT_BEGIN_SLIDING] = true,
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[ACT_BRAKING] = true,
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[ACT_BRAKING_STOP] = true,
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[ACT_BURNING_FALL] = true,
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[ACT_BURNING_GROUND] = true,
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[ACT_BUTT_SLIDE] = true,
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[ACT_BUTT_SLIDE_AIR] = true,
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[ACT_BUTT_SLIDE_STOP] = true,
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[ACT_COUGHING] = true,
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[ACT_CRAWLING] = true,
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[ACT_CROUCHING] = true,
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[ACT_CROUCH_SLIDE] = true,
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[ACT_DECELERATING] = true,
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[ACT_DIVE_SLIDE] = true,
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[ACT_DOUBLE_JUMP_LAND] = true,
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[ACT_DOUBLE_JUMP_LAND_STOP] = true,
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[ACT_FINISH_TURNING_AROUND] = true,
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[ACT_FREEFALL] = true,
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[ACT_FREEFALL_LAND] = true,
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[ACT_FREEFALL_LAND_STOP] = true,
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[ACT_HOLD_BUTT_SLIDE] = true,
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[ACT_HOLD_BUTT_SLIDE_AIR] = true,
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[ACT_HOLD_BUTT_SLIDE_STOP] = true,
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[ACT_HOLD_DECELERATING] = true,
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[ACT_HOLD_FREEFALL] = true,
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[ACT_HOLD_FREEFALL_LAND] = true,
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[ACT_HOLD_FREEFALL_LAND_STOP] = true,
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[ACT_HOLD_HEAVY_IDLE] = true,
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[ACT_HOLD_HEAVY_WALKING] = true,
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[ACT_HOLD_JUMP_LAND] = true,
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[ACT_HOLD_JUMP_LAND_STOP] = true,
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[ACT_HOLD_METAL_WATER_FALLING] = true,
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[ACT_HOLD_METAL_WATER_FALL_LAND] = true,
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[ACT_HOLD_METAL_WATER_JUMP_LAND] = true,
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[ACT_HOLD_METAL_WATER_STANDING] = true,
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[ACT_HOLD_METAL_WATER_WALKING] = true,
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[ACT_HOLD_QUICKSAND_JUMP_LAND] = true,
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[ACT_HOLD_STOMACH_SLIDE] = true,
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[ACT_HOLD_WALKING] = true,
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[ACT_IDLE] = true,
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[ACT_IN_QUICKSAND] = true,
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[ACT_JUMP_LAND] = true,
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[ACT_JUMP_LAND_STOP] = true,
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[ACT_LAVA_BOOST_LAND] = true,
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[ACT_LONG_JUMP_LAND] = true,
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[ACT_LONG_JUMP_LAND_STOP] = true,
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[ACT_METAL_WATER_FALLING] = true,
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[ACT_METAL_WATER_FALL_LAND] = true,
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[ACT_METAL_WATER_JUMP_LAND] = true,
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[ACT_METAL_WATER_STANDING] = true,
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[ACT_METAL_WATER_WALKING] = true,
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[ACT_MOVE_PUNCHING] = true,
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[ACT_PUNCHING] = true,
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[ACT_SIDE_FLIP_LAND] = true,
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[ACT_SIDE_FLIP_LAND_STOP] = true,
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[ACT_SLIDE_KICK_SLIDE] = true,
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[ACT_SLIDE_KICK_SLIDE_STOP] = true,
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[ACT_STANDING_AGAINST_WALL] = true,
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[ACT_START_CRAWLING] = true,
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[ACT_START_CROUCHING] = true,
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[ACT_STOMACH_SLIDE] = true,
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[ACT_STOMACH_SLIDE_STOP] = true,
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[ACT_STOP_CRAWLING] = true,
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[ACT_STOP_CROUCHING] = true,
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[ACT_TRIPLE_JUMP_LAND] = true,
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[ACT_TRIPLE_JUMP_LAND_STOP] = true,
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[ACT_TURNING_AROUND] = true,
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[ACT_WALKING] = true,
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}
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--Special jump actions for certain actions
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LNCY_TRANS = {
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[ACT_JUMP_LAND] = ACT_DOUBLE_JUMP,
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[ACT_JUMP_LAND_STOP] = ACT_DOUBLE_JUMP,
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[ACT_DOUBLE_JUMP_LAND] = ACT_TRIPLE_JUMP,
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[ACT_DOUBLE_JUMP_LAND_STOP] = ACT_TRIPLE_JUMP,
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[ACT_FINISH_TURNING_AROUND] = ACT_SIDE_FLIP,
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[ACT_TURNING_AROUND] = ACT_SIDE_FLIP,
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[ACT_DIVE] = ACT_FORWARD_ROLLOUT,
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[ACT_DIVE_SLIDE] = ACT_FORWARD_ROLLOUT,
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[ACT_SLIDE_KICK] = ACT_FORWARD_ROLLOUT,
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[ACT_SLIDE_KICK_SLIDE] = ACT_FORWARD_ROLLOUT,
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[ACT_SLIDE_KICK_SLIDE_STOP] = ACT_FORWARD_ROLLOUT,
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[ACT_STOMACH_SLIDE] = ACT_FORWARD_ROLLOUT,
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[ACT_STOMACH_SLIDE_STOP] = ACT_FORWARD_ROLLOUT,
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[ACT_DIVE_PICKING_UP] = ACT_HOLD_JUMP,
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[ACT_HOLD_BUTT_SLIDE] = ACT_HOLD_JUMP,
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[ACT_HOLD_BUTT_SLIDE_AIR] = ACT_HOLD_JUMP,
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[ACT_HOLD_BUTT_SLIDE_STOP] = ACT_HOLD_JUMP,
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[ACT_HOLD_DECELERATING] = ACT_HOLD_JUMP,
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[ACT_HOLD_FREEFALL] = ACT_HOLD_JUMP,
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[ACT_HOLD_FREEFALL_LAND] = ACT_HOLD_JUMP,
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[ACT_HOLD_FREEFALL_LAND_STOP] = ACT_HOLD_JUMP,
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[ACT_HOLD_HEAVY_IDLE] = ACT_HOLD_JUMP,
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[ACT_HOLD_HEAVY_WALKING] = ACT_HOLD_JUMP,
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[ACT_HOLD_JUMP_LAND] = ACT_HOLD_JUMP,
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[ACT_HOLD_JUMP_LAND_STOP] = ACT_HOLD_JUMP,
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[ACT_HOLD_METAL_WATER_FALLING] = ACT_HOLD_METAL_WATER_JUMP,
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[ACT_HOLD_METAL_WATER_FALL_LAND] = ACT_HOLD_METAL_WATER_JUMP,
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[ACT_HOLD_METAL_WATER_JUMP_LAND] = ACT_HOLD_METAL_WATER_JUMP,
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[ACT_HOLD_METAL_WATER_STANDING] = ACT_HOLD_METAL_WATER_JUMP,
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[ACT_HOLD_METAL_WATER_WALKING] = ACT_HOLD_METAL_WATER_JUMP,
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[ACT_METAL_WATER_FALLING] = ACT_METAL_WATER_JUMP,
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[ACT_METAL_WATER_FALL_LAND] = ACT_METAL_WATER_JUMP,
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[ACT_METAL_WATER_JUMP_LAND] = ACT_METAL_WATER_JUMP,
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[ACT_METAL_WATER_STANDING] = ACT_METAL_WATER_JUMP,
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[ACT_METAL_WATER_WALKING] = ACT_METAL_WATER_JUMP,
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}
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gStateExtras = {}
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--Custom Variables
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for i=0,(MAX_PLAYERS-1) do
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gStateExtras[i] = {}
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local e = gStateExtras[i]
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e.jumpLeniency = 0 --Jump Leniency timer
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e.lncyWallkick = 0 --Controls Wall Kicking being as lenient as Jump Leniency
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end
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--Main function
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--- @param m MarioState
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function jump_leniency(m)
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local e = gStateExtras[m.playerIndex]
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--Air Jump Leniency (pressing A late after having fallen off a ledge)
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if gGlobalSyncTable.jumpLeniency > 0
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and (m.action & ACT_FLAG_AIR) ~= 0
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and LNCY_AIR_ACTIONS[m.prevAction] ~= nil
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and LNCY_AIR_ACTIONS[m.action] ~= nil then
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e.jumpLeniency = e.jumpLeniency + 1
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if e.jumpLeniency <= gGlobalSyncTable.jumpLeniency
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and (m.controller.buttonPressed & A_BUTTON) ~= 0 then
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m.flags = m.flags | MARIO_ACTION_SOUND_PLAYED
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local trans = LNCY_TRANS[m.prevAction]
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if trans == ACT_TRIPLE_JUMP then
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set_triple_jump_action(m, trans, 0)
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elseif trans ~= nil then
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set_mario_action(m, trans, 0)
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elseif (m.input & INPUT_Z_DOWN) ~= 0
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and (m.forwardVel > 10.0) then
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set_mario_action(m, ACT_LONG_JUMP, 0)
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else
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set_mario_action(m, ACT_JUMP, 0)
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end
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end
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else
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e.jumpLeniency = 0
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end
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--Make wall kick timing also match the Jump Leniency
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if e.lncyWallkick ~= m.wallKickTimer then
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if e.lncyWallkick == 0 then
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m.wallKickTimer = math.max(m.wallKickTimer, gGlobalSyncTable.jumpLeniency)
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end
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e.lncyWallkick = m.wallKickTimer
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end
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end
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hook_event(HOOK_BEFORE_MARIO_UPDATE, jump_leniency)
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--Crouching
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--Actions you're allowed leniency out of
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--LNCY_CROUCH allows for crouch leniency
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LNCY_GROUND = 1
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LNCY_CROUCH = 2
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LNCY_GROUND_ACTIONS = {
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[ACT_BACKFLIP_LAND] = LNCY_GROUND,
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[ACT_BACKFLIP_LAND_STOP] = LNCY_GROUND,
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[ACT_BRAKING] = LNCY_CROUCH,
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[ACT_COUGHING] = LNCY_CROUCH,
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[ACT_CROUCHING] = LNCY_GROUND,
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[ACT_DECELERATING] = LNCY_CROUCH,
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[ACT_DOUBLE_JUMP_LAND] = LNCY_GROUND,
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[ACT_DOUBLE_JUMP_LAND_STOP] = LNCY_GROUND,
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[ACT_FINISH_TURNING_AROUND] = LNCY_GROUND,
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[ACT_FREEFALL_LAND] = LNCY_GROUND,
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[ACT_FREEFALL_LAND_STOP] = LNCY_GROUND,
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[ACT_HOLD_DECELERATING] = LNCY_CROUCH,
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[ACT_HOLD_FREEFALL_LAND] = LNCY_GROUND,
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[ACT_HOLD_FREEFALL_LAND_STOP] = LNCY_GROUND,
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[ACT_JUMP_LAND] = LNCY_GROUND,
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[ACT_JUMP_LAND_STOP] = LNCY_GROUND,
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[ACT_LONG_JUMP_LAND] = LNCY_GROUND,
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[ACT_LONG_JUMP_LAND_STOP] = LNCY_GROUND,
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[ACT_PUNCHING] = LNCY_GROUND,
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[ACT_SIDE_FLIP_LAND] = LNCY_GROUND,
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[ACT_SIDE_FLIP_LAND_STOP] = LNCY_GROUND,
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[ACT_STANDING_AGAINST_WALL] = LNCY_CROUCH,
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[ACT_START_CROUCHING] = LNCY_GROUND,
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[ACT_STOP_CROUCHING] = LNCY_GROUND,
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[ACT_TRIPLE_JUMP_LAND] = LNCY_GROUND,
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[ACT_TRIPLE_JUMP_LAND_STOP] = LNCY_GROUND,
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[ACT_TURNING_AROUND] = LNCY_CROUCH,
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[ACT_WALKING] = LNCY_CROUCH,
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}
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--Main function
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--- @param m MarioState
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function crouch_leniency(m)
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--Ground Jump Leniency (pressing Z and A/B together)
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if (m.action & ACT_FLAG_AIR) == 0
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and LNCY_GROUND_ACTIONS[m.action] ~= nil and LNCY_GROUND_ACTIONS[m.action] >= LNCY_GROUND
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and (m.controller.buttonDown & Z_TRIG) ~= 0 then
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if (m.controller.buttonPressed & (A_BUTTON|B_BUTTON)) ~= 0 then
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--Standing actions
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if (m.action & ACT_FLAG_STATIONARY) ~= 0 then
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if (m.controller.buttonPressed & A_BUTTON) ~= 0 then
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set_jumping_action(m, ACT_BACKFLIP, 0)
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else
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set_mario_action(m, ACT_PUNCHING, 9)
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end
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--Moving actions
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elseif m.forwardVel > 10.0 then
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if (m.controller.buttonPressed & A_BUTTON) ~= 0 then
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set_jumping_action(m, ACT_LONG_JUMP, 0)
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else
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set_mario_action(m, ACT_SLIDE_KICK, 0)
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end
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end
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--Crouch Leniency (hold Z to crouch instead of needing to press it)
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elseif LNCY_GROUND_ACTIONS[m.action] >= LNCY_CROUCH then
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set_mario_action(m, (m.action & ACT_FLAG_STATIONARY) == 0 and ACT_CROUCH_SLIDE or ACT_START_CROUCHING, 0)
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end
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end
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end
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hook_event(HOOK_BEFORE_MARIO_UPDATE, crouch_leniency)
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