mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-21 19:45:10 +00:00
palette editor cutscene fixes, press Z to toggle cap (#54)
this removes the forced taking cap off while in the palette editor. press Z to remove cap now. it also fixes various problems that could happen that would cause the cap to stay off when it shouldn't. also fixed the taking off cap custom action sometimes playing the animation all the way through when it shouldn't. translations by DeepL, eros, Flower35 and Skeltan
This commit is contained in:
parent
c811b4ebdf
commit
16400321e5
15 changed files with 93 additions and 71 deletions
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@ -333,6 +333,7 @@ EDIT_PALETTE = "Upravit barvy"
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PRESET_NAME = "Název"
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DELETE_PRESET = "Smazat"
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SAVE_PRESET = "Uložit"
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CAP_TOGGLE = "Stisknutím tlačítka Z přepnete čepici pro nošení."
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[PALETTE]
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MARIO = "Mario"
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@ -333,6 +333,7 @@ EDIT_PALETTE = "Bewerk Palet"
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PRESET_NAME = "Naam"
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DELETE_PRESET = "Verwijderen"
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SAVE_PRESET = "Opslaan"
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CAP_TOGGLE = "Druk op Z om te wisselen tussen de draagmuts."
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[PALETTE]
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MARIO = "Mario"
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@ -333,6 +333,7 @@ EDIT_PALETTE = "Edit Palette"
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PRESET_NAME = "Preset Name"
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DELETE_PRESET = "Delete Preset"
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SAVE_PRESET = "Save Preset"
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CAP_TOGGLE = "Press Z to toggle wearing cap."
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[PALETTE]
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MARIO = "Mario"
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@ -333,6 +333,7 @@ EDIT_PALETTE = "Modifier la palette"
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PRESET_NAME = "Nom"
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DELETE_PRESET = "Supprimer"
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SAVE_PRESET = "Enregistrer"
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CAP_TOGGLE = "Appuyez sur Z pour mettre ou enlever la casquette."
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[PALETTE]
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MARIO = "Mario"
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@ -333,6 +333,7 @@ EDIT_PALETTE = "Palette bearbeiten"
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PRESET_NAME = "Name"
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DELETE_PRESET = "Löschen"
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SAVE_PRESET = "Speichern"
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CAP_TOGGLE = "Drücken Sie Z, um das Tragen der Kappe umzuschalten."
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[PALETTE]
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MARIO = "Mario"
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@ -331,6 +331,7 @@ EDIT_PALETTE = "Modifica Palette"
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PRESET_NAME = "Nome"
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DELETE_PRESET = "Eliminare"
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SAVE_PRESET = "Salvare"
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CAP_TOGGLE = "Premere Z per attivare il cappuccio di protezione."
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[PALETTE]
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MARIO = "Mario"
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@ -333,6 +333,7 @@ EDIT_PALETTE = "Edytuj Palete"
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PRESET_NAME = "Nazwa presetu"
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DELETE_PRESET = "Usuń preset"
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SAVE_PRESET = "Zapisz preset"
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CAP_TOGGLE = "Naciśnij Z, aby zdjąć lub założyć czapkę."
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[PALETTE]
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MARIO = "Mario"
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@ -333,6 +333,7 @@ EDIT_PALETTE = "Editar paleta"
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PRESET_NAME = "Nome"
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DELETE_PRESET = "Excluir"
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SAVE_PRESET = "Salvar"
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CAP_TOGGLE = "Prima Z para alternar a capa de proteção."
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[PALETTE]
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MARIO = "Mario"
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@ -332,6 +332,7 @@ EDIT_PALETTE = "Редактировать палитру"
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PRESET_NAME = "Имя"
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DELETE_PRESET = "Удалить"
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SAVE_PRESET = "Сохранить"
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CAP_TOGGLE = "Нажмите Z, чтобы переключить режим ношения шапки."
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[PALETTE]
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MARIO = "Марио"
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@ -333,6 +333,7 @@ EDIT_PALETTE = "Editar Paleta"
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PRESET_NAME = "Nombre"
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DELETE_PRESET = "Eliminar"
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SAVE_PRESET = "Guardar"
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CAP_TOGGLE = "Pulsa Z para poner o quitar la gorra."
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[PALETTE]
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MARIO = "Mario"
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@ -410,4 +411,4 @@ SEARCH = "Buscar"
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NONE_FOUND = "No se han encontrado partidas."
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[CHANGELOG]
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CHANGELOG_TITLE = "REGISTRO DE CAMBIOS"
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CHANGELOG_TITLE = "REGISTRO DE CAMBIOS"
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@ -3348,8 +3348,9 @@ void update_camera(struct Camera *c) {
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gLakituState.lastFrameAction = sMarioCamState->action;
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// Make sure the palette editor cutscene is properly reset
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if (c->paletteEditorCap && c->cutscene != CUTSCENE_PALETTE_EDITOR && (gMarioState->flags & MARIO_CAP_ON_HEAD) == 0) {
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cutscene_put_cap_on(gMarioState);
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struct MarioState *m = gMarioState;
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if (c->paletteEditorCap && c->cutscene != CUTSCENE_PALETTE_EDITOR && !(m->flags & MARIO_CAP_ON_HEAD) && m->action != ACT_PUTTING_ON_CAP) {
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cutscene_put_cap_on(m);
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c->paletteEditorCap = false;
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}
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}
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@ -10865,18 +10866,37 @@ void cutscene_palette_editor(struct Camera *c) {
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if (!gInPlayerMenu) {
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if (c->paletteEditorCap) {
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if (!(m->flags & MARIO_CAP_ON_HEAD)) {
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if (m->action == ACT_IDLE && !(m->flags & MARIO_CAP_ON_HEAD)) {
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set_mario_action(m, ACT_PUTTING_ON_CAP, 0);
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}
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c->paletteEditorCap = false;
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}
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gCutsceneTimer = CUTSCENE_STOP;
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c->cutscene = 0;
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return;
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}
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if (m->action == ACT_IDLE && m->flags & MARIO_CAP_ON_HEAD) {
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set_mario_action(m, ACT_TAKING_OFF_CAP, 0);
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c->paletteEditorCap = true;
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static bool pressed = false;
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if (gInteractablePad.button & PAD_BUTTON_Z) {
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if (!pressed && m->action != ACT_TAKING_OFF_CAP && m->action != ACT_PUTTING_ON_CAP) {
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if (m->flags & MARIO_CAP_ON_HEAD) {
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if (m->action == ACT_IDLE) {
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set_mario_action(m, ACT_TAKING_OFF_CAP, 0);
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} else {
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cutscene_take_cap_off(m);
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gCamera->paletteEditorCap = true;
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}
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} else {
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if (m->action == ACT_IDLE) {
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set_mario_action(m, ACT_PUTTING_ON_CAP, 0);
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} else {
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cutscene_put_cap_on(m);
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gCamera->paletteEditorCap = false;
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}
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}
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}
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pressed = true;
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} else {
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pressed = false;
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}
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c->pos[0] = m->pos[0] + (0x200 * sins(m->faceAngle[1]));
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@ -1863,12 +1863,13 @@ s32 act_squished(struct MarioState *m) {
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s32 act_putting_on_cap(struct MarioState *m) {
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s32 animFrame = set_character_animation(m, CHAR_ANIM_PUT_CAP_ON);
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if (animFrame == 0 && !m->area->camera->paletteEditorCap) {
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if (animFrame == 0 && !gCamera->paletteEditorCap) {
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enable_time_stop_if_alone();
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}
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if (animFrame == 28) {
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cutscene_put_cap_on(m);
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gCamera->paletteEditorCap = false;
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}
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if (is_anim_at_end(m)) {
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@ -1885,16 +1886,19 @@ s32 act_taking_off_cap(struct MarioState *m) {
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s16 animFrame = set_character_animation(m, CHAR_ANIM_TAKE_CAP_OFF_THEN_ON);
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switch (animFrame) {
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case 0:
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if (!m->area->camera->paletteEditorCap) {
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if (!gCamera->paletteEditorCap) {
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enable_time_stop_if_alone();
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}
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break;
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case 12:
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cutscene_take_cap_off(m);
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if (gCamera->cutscene == CUTSCENE_PALETTE_EDITOR) { gCamera->paletteEditorCap = true; }
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break;
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case 30:
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set_mario_action(m, ACT_IDLE, 0);
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disable_time_stop();
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default:
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if (animFrame >= 30) {
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set_mario_action(m, ACT_IDLE, 0);
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disable_time_stop();
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}
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break;
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}
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@ -4,6 +4,7 @@
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#define PAD_BUTTON_A ((u16)(1 << 15))
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#define PAD_BUTTON_B ((u16)(1 << 14))
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#define PAD_BUTTON_Z ((u16)(1 << 13))
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#define PAD_BUTTON_START ((u16)(1 << 12))
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#define MOUSE_BUTTON_1 ((u16)(1 << 0))
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@ -338,8 +338,8 @@ static void djui_panel_player_prevent_demo(struct DjuiBase* caller) {
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}
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static void djui_panel_player_update_camera_cutscene(void) {
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if (gMarioState->area && gMarioState->area->camera && gMarioState->area->camera->cutscene == 0) {
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gMarioState->area->camera->cutscene = CUTSCENE_PALETTE_EDITOR;
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if (gCamera && gCamera->cutscene == 0) {
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gCamera->cutscene = CUTSCENE_PALETTE_EDITOR;
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}
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}
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@ -412,7 +412,7 @@ void djui_panel_player_create(struct DjuiBase* caller) {
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if (sPalettePresetIndex >= gPresetPaletteCount) {
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sPalettePresetIndex = 0;
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}
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for (int i = 0; i < gPresetPaletteCount; i++) {
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palettePresets[i + 1] = gPresetPalettes[i].name;
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@ -425,6 +425,13 @@ void djui_panel_player_create(struct DjuiBase* caller) {
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djui_button_create(body, DLANG(PLAYER, EDIT_PALETTE), DJUI_BUTTON_STYLE_NORMAL, djui_panel_player_edit_palette_create);
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djui_button_create(body, DLANG(MENU, BACK), DJUI_BUTTON_STYLE_BACK, djui_panel_menu_back);
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{
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struct DjuiText *text = djui_text_create(body, DLANG(PLAYER, CAP_TOGGLE));
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djui_text_set_alignment(text, DJUI_HALIGN_CENTER, DJUI_VALIGN_TOP);
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djui_base_set_size_type(&text->base, DJUI_SVT_RELATIVE, DJUI_SVT_ABSOLUTE);
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djui_base_set_size(&text->base, 1.0f, 64);
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}
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}
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struct DjuiPanel* p = djui_panel_add(caller, panel, NULL);
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@ -574,60 +574,17 @@ static int smlua__set_field(lua_State* L) {
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void smlua_cobject_init_globals(void) {
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lua_State* L = gLuaState;
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{
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lua_newtable(L);
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int t = lua_gettop(gLuaState);
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for (s32 i = 0; i < MAX_PLAYERS; i++) {
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lua_pushinteger(L, i);
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smlua_push_object(L, LOT_MARIOSTATE, &gMarioStates[i]);
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lua_settable(L, t);
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}
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lua_setglobal(L, "gMarioStates");
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}
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{
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lua_newtable(L);
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int t = lua_gettop(gLuaState);
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for (s32 i = 0; i < MAX_PLAYERS; i++) {
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lua_pushinteger(L, i);
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smlua_push_object(L, LOT_NETWORKPLAYER, &gNetworkPlayers[i]);
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lua_settable(L, t);
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}
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lua_setglobal(L, "gNetworkPlayers");
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}
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{
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lua_newtable(L);
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int t = lua_gettop(gLuaState);
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for (s32 i = 0; i < gActiveMods.entryCount; i++) {
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lua_pushinteger(L, i);
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smlua_push_object(L, LOT_MOD, gActiveMods.entries[i]);
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lua_settable(L, t);
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}
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lua_setglobal(L, "gActiveMods");
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}
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{
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lua_newtable(L);
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int t = lua_gettop(gLuaState);
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for (s32 i = 0; i < CT_MAX; i++) {
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lua_pushinteger(L, i);
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smlua_push_object(L, LOT_CHARACTER, &gCharacters[i]);
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lua_settable(L, t);
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}
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lua_setglobal(L, "gCharacters");
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}
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{
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lua_newtable(L);
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int t = lua_gettop(gLuaState);
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for (s32 i = 0; i < MAX_PLAYERS; i++) {
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lua_pushinteger(L, i);
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smlua_push_object(L, LOT_CONTROLLER, &gControllers[i]);
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lua_settable(L, t);
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}
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lua_setglobal(L, "gControllers");
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}
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#define EXPOSE_GLOBAL_ARRAY(lot, ptr, iterator) \
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{ \
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lua_newtable(L); \
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int t = lua_gettop(gLuaState); \
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for (s32 i = 0; i < iterator; i++) { \
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lua_pushinteger(L, i); \
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smlua_push_object(L, lot, &ptr[i]); \
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lua_settable(L, t); \
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} \
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lua_setglobal(L, #ptr); \
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} \
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#define EXPOSE_GLOBAL(lot, ptr) \
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{ \
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@ -641,13 +598,36 @@ void smlua_cobject_init_globals(void) {
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lua_setglobal(L, name); \
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} \
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// Array structs
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EXPOSE_GLOBAL_ARRAY(LOT_MARIOSTATE, gMarioStates, MAX_PLAYERS);
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EXPOSE_GLOBAL_ARRAY(LOT_NETWORKPLAYER, gNetworkPlayers, MAX_PLAYERS);
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{
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lua_newtable(L);
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int t = lua_gettop(gLuaState);
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for (s32 i = 0; i < gActiveMods.entryCount; i++) {
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lua_pushinteger(L, i);
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smlua_push_object(L, LOT_MOD, gActiveMods.entries[i]);
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lua_settable(L, t);
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}
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lua_setglobal(L, "gActiveMods");
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}
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EXPOSE_GLOBAL_ARRAY(LOT_CHARACTER, gCharacters, CT_MAX);
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EXPOSE_GLOBAL_ARRAY(LOT_CONTROLLER, gControllers, MAX_PLAYERS);
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// Structs
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EXPOSE_GLOBAL_WITH_NAME(LOT_GLOBALTEXTURES, gGlobalTextures, "gTextures");
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EXPOSE_GLOBAL_WITH_NAME(LOT_GLOBALOBJECTANIMATIONS, gGlobalObjectAnimations, "gObjectAnimations");
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EXPOSE_GLOBAL(LOT_PAINTINGVALUES, gPaintingValues);
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EXPOSE_GLOBAL(LOT_GLOBALOBJECTCOLLISIONDATA, gGlobalObjectCollisionData); // I wish we named this gObjectCollisionData
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EXPOSE_GLOBAL(LOT_GLOBALOBJECTCOLLISIONDATA, gGlobalObjectCollisionData);
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EXPOSE_GLOBAL(LOT_LEVELVALUES, gLevelValues);
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