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https://github.com/coop-deluxe/sm64coopdx.git
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parent
3e5b08b487
commit
114665f6bb
1 changed files with 6 additions and 20 deletions
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@ -270,8 +270,7 @@ static void chain_chomp_released_trigger_cutscene(void) {
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//! Can delay this if we get into a cutscene-unfriendly action after the
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//! Can delay this if we get into a cutscene-unfriendly action after the
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// last post ground pound and before this
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// last post ground pound and before this
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if (set_mario_npc_dialog(&gMarioStates[0], 2) == 2 && (o->oMoveFlags & OBJ_MOVE_MASK_ON_GROUND)
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if (o->oMoveFlags & OBJ_MOVE_MASK_ON_GROUND) {
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&& cutscene_object(CUTSCENE_STAR_SPAWN, o) == 1) {
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o->oChainChompReleaseStatus = CHAIN_CHOMP_RELEASED_LUNGE_AROUND;
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o->oChainChompReleaseStatus = CHAIN_CHOMP_RELEASED_LUNGE_AROUND;
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o->oTimer = 0;
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o->oTimer = 0;
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}
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}
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@ -286,24 +285,14 @@ static void chain_chomp_released_lunge_around(void) {
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// Finish bounce
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// Finish bounce
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if (o->oMoveFlags & OBJ_MOVE_MASK_ON_GROUND) {
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if (o->oMoveFlags & OBJ_MOVE_MASK_ON_GROUND) {
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struct Object* player = nearest_player_to_object(o);
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int angleToPlayer = obj_angle_to_object(o, player);
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// Before first bounce, turn toward mario and wait 2 seconds
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if (o->oChainChompNumLunges == 0) {
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if (o->oChainChompNumLunges == 0) {
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if (cur_obj_rotate_yaw_toward(angleToPlayer, 0x320)) {
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o->oChainChompNumLunges += 1;
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if (o->oTimer > 60) {
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// enable wall collision
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o->oChainChompNumLunges += 1;
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o->oWallHitboxRadius = 200.0f;
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// enable wall collision
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o->oWallHitboxRadius = 200.0f;
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}
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} else {
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o->oTimer = 0;
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}
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} else {
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} else {
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if (++o->oChainChompNumLunges <= 5) {
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if (++o->oChainChompNumLunges <= 5) {
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cur_obj_play_sound_2(SOUND_GENERAL_CHAIN_CHOMP1);
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cur_obj_play_sound_2(SOUND_GENERAL_CHAIN_CHOMP1);
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o->oMoveAngleYaw = angleToPlayer + random_sign() * 0x2000;
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o->oMoveAngleYaw = cur_obj_angle_to_home() + random_sign() * 0x2000;
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o->oForwardVel = 30.0f;
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o->oForwardVel = 30.0f;
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o->oVelY = 50.0f;
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o->oVelY = 50.0f;
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} else {
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} else {
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@ -358,10 +347,7 @@ static void chain_chomp_released_jump_away(void) {
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* Release mario and transition to the unload chain action.
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* Release mario and transition to the unload chain action.
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*/
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*/
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static void chain_chomp_released_end_cutscene(void) {
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static void chain_chomp_released_end_cutscene(void) {
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if (cutscene_object(CUTSCENE_STAR_SPAWN, o) == -1) {
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o->oAction = CHAIN_CHOMP_ACT_UNLOAD_CHAIN;
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set_mario_npc_dialog(&gMarioStates[0], 0);
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o->oAction = CHAIN_CHOMP_ACT_UNLOAD_CHAIN;
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}
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}
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}
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/**
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/**
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