mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-22 03:55:11 +00:00
parent
e0903003f4
commit
36e035984f
9 changed files with 48 additions and 36 deletions
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@ -54,7 +54,7 @@
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#define INPUT_OFF_FLOOR 0x0004
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#define INPUT_ABOVE_SLIDE 0x0008
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#define INPUT_FIRST_PERSON 0x0010
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#define INPUT_UNKNOWN_5 0x0020
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#define INPUT_ZERO_MOVEMENT 0x0020
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#define INPUT_SQUISHED 0x0040
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#define INPUT_A_DOWN 0x0080
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#define INPUT_IN_POISON_GAS 0x0100
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@ -643,9 +643,11 @@ static void newcam_stick_input(void) {
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//Main loop.
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void newcam_loop(struct Camera *c) {
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newcam_stick_input();
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newcam_rotate_button();
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newcam_zoom_button();
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if (sCurrPlayMode != PLAY_MODE_PAUSED) {
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newcam_stick_input();
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newcam_rotate_button();
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newcam_zoom_button();
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}
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newcam_position_cam();
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newcam_find_fixed();
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if (gMarioObject)
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@ -1183,11 +1183,11 @@ void mode_8_directions_camera(struct Camera *c) {
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radial_camera_input(c, 0.f);
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if (gPlayer1Controller->buttonPressed & R_CBUTTONS) {
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if ((sCurrPlayMode != PLAY_MODE_PAUSED) && gPlayer1Controller->buttonPressed & R_CBUTTONS) {
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s8DirModeYawOffset += DEGREES(45);
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play_sound_cbutton_side();
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}
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if (gPlayer1Controller->buttonPressed & L_CBUTTONS) {
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if ((sCurrPlayMode != PLAY_MODE_PAUSED) && gPlayer1Controller->buttonPressed & L_CBUTTONS) {
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s8DirModeYawOffset -= DEGREES(45);
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play_sound_cbutton_side();
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}
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@ -2499,7 +2499,7 @@ s32 update_slide_or_0f_camera(UNUSED struct Camera *c, Vec3f focus, Vec3f pos) {
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}
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static UNUSED void unused_mode_0f_camera(struct Camera *c) {
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if (gPlayer1Controller->buttonPressed & U_CBUTTONS) {
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if ((sCurrPlayMode != PLAY_MODE_PAUSED) && gPlayer1Controller->buttonPressed & U_CBUTTONS) {
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gCameraMovementFlags |= CAM_MOVE_C_UP_MODE;
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}
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c->nextYaw = update_slide_camera(c);
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@ -2514,7 +2514,7 @@ void mode_slide_camera(struct Camera *c) {
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sMarioGeometry.currFloorType == SURFACE_NO_CAM_COL_SLIPPERY) {
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mode_lakitu_camera(c);
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} else {
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if (gPlayer1Controller->buttonPressed & U_CBUTTONS) {
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if ((sCurrPlayMode != PLAY_MODE_PAUSED) && gPlayer1Controller->buttonPressed & U_CBUTTONS) {
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gCameraMovementFlags |= CAM_MOVE_C_UP_MODE;
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}
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c->nextYaw = update_slide_camera(c);
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@ -2767,7 +2767,7 @@ s32 mode_c_up_camera(struct Camera *c) {
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sPanDistance = 0.f;
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// Exit C-Up mode
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if (gPlayer1Controller->buttonPressed & (A_BUTTON | B_BUTTON | D_CBUTTONS | L_CBUTTONS | R_CBUTTONS)) {
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if ((sCurrPlayMode != PLAY_MODE_PAUSED) && gPlayer1Controller->buttonPressed & (A_BUTTON | B_BUTTON | D_CBUTTONS | L_CBUTTONS | R_CBUTTONS)) {
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exit_c_up(c);
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}
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return 0;
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@ -2792,7 +2792,7 @@ void mode_cannon_camera(struct Camera *c) {
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sLakituPitch = 0;
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gCameraMovementFlags &= ~CAM_MOVING_INTO_MODE;
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c->nextYaw = update_in_cannon(c, c->focus, c->pos);
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if (gPlayer1Controller->buttonPressed & A_BUTTON) {
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if ((sCurrPlayMode != PLAY_MODE_PAUSED) && gPlayer1Controller->buttonPressed & A_BUTTON) {
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set_camera_mode(c, CAMERA_MODE_BEHIND_MARIO, 1);
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sPanDistance = 0.f;
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sCannonYOffset = 0.f;
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@ -3037,7 +3037,7 @@ void update_camera(struct Camera *c) {
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&& c->mode != CAMERA_MODE_NEWCAM
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#endif
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) {
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if (gPlayer1Controller->buttonPressed & R_TRIG) {
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if ((sCurrPlayMode != PLAY_MODE_PAUSED) && gPlayer1Controller->buttonPressed & R_TRIG) {
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if (set_cam_angle(0) == CAM_ANGLE_LAKITU) {
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set_cam_angle(CAM_ANGLE_MARIO);
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} else {
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@ -3214,7 +3214,7 @@ void update_camera(struct Camera *c) {
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|| (sMarioCamState->action) == ACT_GETTING_BLOWN) {
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// If this is the first frame that R_TRIG is held, play the "click" sound
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if (c->cutscene == 0 && (gPlayer1Controller->buttonPressed & R_TRIG)
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if ((sCurrPlayMode != PLAY_MODE_PAUSED) && c->cutscene == 0 && (gPlayer1Controller->buttonPressed & R_TRIG)
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&& cam_select_alt_mode(0) == CAM_SELECTION_FIXED) {
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sCameraSoundFlags |= CAM_SOUND_FIXED_ACTIVE;
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play_sound_rbutton_changed();
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@ -3236,7 +3236,7 @@ void update_camera(struct Camera *c) {
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}
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}
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} else {
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if ((gPlayer1Controller->buttonPressed & R_TRIG) && cam_select_alt_mode(0) == CAM_SELECTION_FIXED) {
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if ((sCurrPlayMode != PLAY_MODE_PAUSED) && (gPlayer1Controller->buttonPressed & R_TRIG) && cam_select_alt_mode(0) == CAM_SELECTION_FIXED) {
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play_sound_button_change_blocked();
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}
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}
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@ -3895,6 +3895,7 @@ void shake_camera_handheld(Vec3f pos, Vec3f focus) {
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* Updates C Button input state and stores it in `currentState`
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*/
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s32 find_c_buttons_pressed(u16 currentState, u16 buttonsPressed, u16 buttonsDown) {
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if (sCurrPlayMode == PLAY_MODE_PAUSED) { return 0; }
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buttonsPressed &= CBUTTON_MASK;
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buttonsDown &= CBUTTON_MASK;
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@ -4903,7 +4904,7 @@ s32 radial_camera_input(struct Camera *c, UNUSED f32 unused) {
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if ((gCameraMovementFlags & CAM_MOVE_ENTERED_ROTATE_SURFACE) || !(gCameraMovementFlags & CAM_MOVE_ROTATE)) {
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// If C-L or C-R are pressed, the camera is rotating
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if (gPlayer1Controller->buttonPressed & (L_CBUTTONS | R_CBUTTONS)) {
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if ((sCurrPlayMode != PLAY_MODE_PAUSED) && gPlayer1Controller->buttonPressed & (L_CBUTTONS | R_CBUTTONS)) {
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gCameraMovementFlags &= ~CAM_MOVE_ENTERED_ROTATE_SURFACE;
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// @bug this does not clear the rotation flags set by the surface. It's possible to set
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// both ROTATE_LEFT and ROTATE_RIGHT, locking the camera.
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@ -4912,7 +4913,7 @@ s32 radial_camera_input(struct Camera *c, UNUSED f32 unused) {
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}
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// Rotate Right and left
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if (gPlayer1Controller->buttonPressed & R_CBUTTONS) {
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if ((sCurrPlayMode != PLAY_MODE_PAUSED) && gPlayer1Controller->buttonPressed & R_CBUTTONS) {
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if (sModeOffsetYaw > -0x800) {
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// The camera is now rotating right
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if (!(gCameraMovementFlags & CAM_MOVE_ROTATE_RIGHT)) {
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@ -4942,7 +4943,7 @@ s32 radial_camera_input(struct Camera *c, UNUSED f32 unused) {
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play_sound_cbutton_up();
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}
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}
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if (gPlayer1Controller->buttonPressed & L_CBUTTONS) {
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if ((sCurrPlayMode != PLAY_MODE_PAUSED) && gPlayer1Controller->buttonPressed & L_CBUTTONS) {
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if (sModeOffsetYaw < 0x800) {
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if (!(gCameraMovementFlags & CAM_MOVE_ROTATE_LEFT)) {
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gCameraMovementFlags |= CAM_MOVE_ROTATE_LEFT;
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@ -4974,7 +4975,7 @@ s32 radial_camera_input(struct Camera *c, UNUSED f32 unused) {
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}
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// Zoom in / enter C-Up
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if (gPlayer1Controller->buttonPressed & U_CBUTTONS) {
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if ((sCurrPlayMode != PLAY_MODE_PAUSED) && gPlayer1Controller->buttonPressed & U_CBUTTONS) {
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if (gCameraMovementFlags & CAM_MOVE_ZOOMED_OUT) {
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gCameraMovementFlags &= ~CAM_MOVE_ZOOMED_OUT;
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play_sound_cbutton_up();
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@ -4984,7 +4985,7 @@ s32 radial_camera_input(struct Camera *c, UNUSED f32 unused) {
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}
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// Zoom out
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if (gPlayer1Controller->buttonPressed & D_CBUTTONS) {
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if ((sCurrPlayMode != PLAY_MODE_PAUSED) && gPlayer1Controller->buttonPressed & D_CBUTTONS) {
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if (gCameraMovementFlags & CAM_MOVE_ZOOMED_OUT) {
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gCameraMovementFlags |= CAM_MOVE_ALREADY_ZOOMED_OUT;
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#ifndef VERSION_JP
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@ -5022,7 +5023,7 @@ void handle_c_button_movement(struct Camera *c) {
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s16 cSideYaw;
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// Zoom in
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if (gPlayer1Controller->buttonPressed & U_CBUTTONS) {
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if ((sCurrPlayMode != PLAY_MODE_PAUSED) && gPlayer1Controller->buttonPressed & U_CBUTTONS) {
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if (c->mode != CAMERA_MODE_FIXED && (gCameraMovementFlags & CAM_MOVE_ZOOMED_OUT)) {
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gCameraMovementFlags &= ~CAM_MOVE_ZOOMED_OUT;
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play_sound_cbutton_up();
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@ -5037,7 +5038,7 @@ void handle_c_button_movement(struct Camera *c) {
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}
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if (c->mode != CAMERA_MODE_FIXED) {
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// Zoom out
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if (gPlayer1Controller->buttonPressed & D_CBUTTONS) {
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if ((sCurrPlayMode != PLAY_MODE_PAUSED) && gPlayer1Controller->buttonPressed & D_CBUTTONS) {
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if (gCameraMovementFlags & CAM_MOVE_ZOOMED_OUT) {
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gCameraMovementFlags |= CAM_MOVE_ALREADY_ZOOMED_OUT;
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sZoomAmount = gCameraZoomDist + 400.f;
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@ -5053,7 +5054,7 @@ void handle_c_button_movement(struct Camera *c) {
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// Rotate left or right
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cSideYaw = 0x1000;
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if (gPlayer1Controller->buttonPressed & R_CBUTTONS) {
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if ((sCurrPlayMode != PLAY_MODE_PAUSED) && gPlayer1Controller->buttonPressed & R_CBUTTONS) {
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if (gCameraMovementFlags & CAM_MOVE_ROTATE_LEFT) {
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gCameraMovementFlags &= ~CAM_MOVE_ROTATE_LEFT;
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} else {
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@ -5064,7 +5065,7 @@ void handle_c_button_movement(struct Camera *c) {
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sCSideButtonYaw = -cSideYaw;
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}
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}
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if (gPlayer1Controller->buttonPressed & L_CBUTTONS) {
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if ((sCurrPlayMode != PLAY_MODE_PAUSED) && gPlayer1Controller->buttonPressed & L_CBUTTONS) {
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if (gCameraMovementFlags & CAM_MOVE_ROTATE_RIGHT) {
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gCameraMovementFlags &= ~CAM_MOVE_ROTATE_RIGHT;
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} else {
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@ -1189,7 +1189,7 @@ s32 update_level(void) {
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changeLevel = play_mode_normal();
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break;
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case PLAY_MODE_PAUSED:
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changeLevel = play_mode_paused();
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changeLevel = play_mode_normal() | play_mode_paused();
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break;
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case PLAY_MODE_CHANGE_AREA:
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changeLevel = play_mode_change_area();
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@ -1317,7 +1317,7 @@ void debug_print_speed_action_normal(struct MarioState *m) {
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*/
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void update_mario_button_inputs(struct MarioState *m) {
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// don't update remote inputs
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if (m != &gMarioStates[0]) { return; }
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if (m->playerIndex != 0) { return; }
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if (m->controller->buttonPressed & A_BUTTON) {
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m->input |= INPUT_A_PRESSED;
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@ -1369,7 +1369,7 @@ void update_mario_joystick_inputs(struct MarioState *m) {
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}
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// don't update remote inputs past this point
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if (m != &gMarioStates[0]) { return; }
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if ((sCurrPlayMode == PLAY_MODE_PAUSED) || m->playerIndex != 0) { return; }
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if (m->intendedMag > 0.0f) {
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#ifndef BETTERCAMERA
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@ -1452,11 +1452,20 @@ void update_mario_inputs(struct MarioState *m) {
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m->particleFlags = 0;
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if (m->playerIndex == 0) { m->input = 0; }
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u8 localIsPaused = (m->playerIndex == 0) && (sCurrPlayMode == PLAY_MODE_PAUSED);
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m->collidedObjInteractTypes = m->marioObj->collidedObjInteractTypes;
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m->flags &= 0xFFFFFF;
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update_mario_button_inputs(m);
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update_mario_joystick_inputs(m);
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// prevent any inputs when paused
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if ((m->playerIndex == 0) && (sCurrPlayMode == PLAY_MODE_PAUSED)) {
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m->input = 0;
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m->intendedMag = 0;
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}
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update_mario_geometry_inputs(m);
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debug_print_speed_action_normal(m);
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@ -1469,7 +1478,7 @@ void update_mario_inputs(struct MarioState *m) {
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/*End of moonjump cheat */
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if (m->playerIndex == 0) {
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if (gCameraMovementFlags & CAM_MOVE_C_UP_MODE) {
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if (!localIsPaused && gCameraMovementFlags & CAM_MOVE_C_UP_MODE) {
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if (m->action & ACT_FLAG_ALLOW_FIRST_PERSON) {
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m->input |= INPUT_FIRST_PERSON;
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} else {
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@ -1478,7 +1487,7 @@ void update_mario_inputs(struct MarioState *m) {
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}
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if (!(m->input & (INPUT_NONZERO_ANALOG | INPUT_A_PRESSED))) {
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m->input |= INPUT_UNKNOWN_5;
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m->input |= INPUT_ZERO_MOVEMENT;
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}
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if (m->marioObj->oInteractStatus
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@ -481,7 +481,7 @@ s32 act_hang_moving(struct MarioState *m) {
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if (is_anim_past_end(m)) {
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m->actionArg ^= 1;
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if (m->input & INPUT_UNKNOWN_5) {
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if (m->input & INPUT_ZERO_MOVEMENT) {
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return set_mario_action(m, ACT_HANGING, m->actionArg);
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}
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}
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@ -810,7 +810,7 @@ s32 act_walking(struct MarioState *m) {
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return TRUE;
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}
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if (m->input & INPUT_UNKNOWN_5) {
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if (m->input & INPUT_ZERO_MOVEMENT) {
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return begin_braking_action(m);
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}
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@ -907,7 +907,7 @@ s32 act_hold_walking(struct MarioState *m) {
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return set_jumping_action(m, ACT_HOLD_JUMP, 0);
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}
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if (m->input & INPUT_UNKNOWN_5) {
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if (m->input & INPUT_ZERO_MOVEMENT) {
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return set_mario_action(m, ACT_HOLD_DECELERATING, 0);
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}
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@ -949,7 +949,7 @@ s32 act_hold_heavy_walking(struct MarioState *m) {
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return drop_and_set_mario_action(m, ACT_BEGIN_SLIDING, 0);
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}
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if (m->input & INPUT_UNKNOWN_5) {
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if (m->input & INPUT_ZERO_MOVEMENT) {
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return set_mario_action(m, ACT_HOLD_HEAVY_IDLE, 0);
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}
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@ -982,7 +982,7 @@ s32 act_turning_around(struct MarioState *m) {
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return set_jumping_action(m, ACT_SIDE_FLIP, 0);
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}
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if (m->input & INPUT_UNKNOWN_5) {
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if (m->input & INPUT_ZERO_MOVEMENT) {
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return set_mario_action(m, ACT_BRAKING, 0);
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}
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@ -1276,7 +1276,7 @@ s32 act_crawling(struct MarioState *m) {
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return TRUE;
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}
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if (m->input & INPUT_UNKNOWN_5) {
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if (m->input & INPUT_ZERO_MOVEMENT) {
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return set_mario_action(m, ACT_STOP_CRAWLING, 0);
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}
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@ -1239,7 +1239,7 @@ static s32 act_metal_water_walking(struct MarioState *m) {
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return set_mario_action(m, ACT_METAL_WATER_JUMP, 0);
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}
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if (m->input & INPUT_UNKNOWN_5) {
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if (m->input & INPUT_ZERO_MOVEMENT) {
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return set_mario_action(m, ACT_METAL_WATER_STANDING, 0);
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}
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@ -1279,7 +1279,7 @@ static s32 act_hold_metal_water_walking(struct MarioState *m) {
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return set_mario_action(m, ACT_HOLD_METAL_WATER_JUMP, 0);
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}
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if (m->input & INPUT_UNKNOWN_5) {
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if (m->input & INPUT_ZERO_MOVEMENT) {
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return set_mario_action(m, ACT_HOLD_METAL_WATER_STANDING, 0);
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}
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@ -106,7 +106,7 @@ void network_update(void) {
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// figure out which update loop to run
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if (gInsidePainting && sCurrPlayMode == PLAY_MODE_CHANGE_LEVEL) {
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network_update_inside_painting();
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} else if (sCurrPlayMode == PLAY_MODE_NORMAL) {
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} else if (sCurrPlayMode == PLAY_MODE_NORMAL || sCurrPlayMode == PLAY_MODE_PAUSED) {
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network_update_player();
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network_update_objects();
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}
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