Prevent bubble softlock by halting bubble popping for half a second after being bubbled

This commit is contained in:
MysterD 2022-01-15 21:50:35 -08:00
parent b5762c2446
commit 511e7c5028
5 changed files with 15 additions and 6 deletions

View file

@ -18,10 +18,10 @@ fi
#exit
# no debug, direct
#$FILE --server 27015 --configfile sm64config_server.txt &
#sleep 7
#$FILE --client 127.0.0.1 27015 --configfile sm64config_client.txt &
#exit
$FILE --server 27015 --configfile sm64config_server.txt &
sleep 7
$FILE --client 127.0.0.1 27015 --configfile sm64config_client.txt &
exit
# debug on server
#$FILE --client 127.0.0.1 27015 --configfile sm64config_client.txt &

View file

@ -49,6 +49,8 @@
u32 unused80339F10;
s8 filler80339F1C[20];
u16 gLocalBubbleCounter = 0;
/**************************************************
* ANIMATIONS *
@ -391,6 +393,9 @@ void play_mario_sound(struct MarioState *m, s32 actionSound, s32 marioSound) {
void mario_set_bubbled(struct MarioState* m) {
if (m->playerIndex != 0) { return; }
if (m->action == ACT_BUBBLED) { return; }
gLocalBubbleCounter = 20;
set_mario_action(m, ACT_BUBBLED, 0);
if (m->numLives != -1) {
m->numLives--;

View file

@ -6,6 +6,8 @@
#include "macros.h"
#include "types.h"
extern u16 gLocalBubbleCounter;
s32 is_anim_at_end(struct MarioState *m);
s32 is_anim_past_end(struct MarioState *m);
s16 set_mario_animation(struct MarioState *m, s32 targetAnimID);

View file

@ -1008,8 +1008,10 @@ s32 act_bubbled(struct MarioState* m) {
}
}
if (gLocalBubbleCounter > 0) { gLocalBubbleCounter--; }
// pop bubble
if (m->playerIndex == 0 && distanceToPlayer < 120 && is_player_active(targetMarioState) && m->numLives != -1) {
if (m->playerIndex == 0 && distanceToPlayer < 120 && is_player_active(targetMarioState) && m->numLives != -1 && gLocalBubbleCounter <= 0) {
m->marioObj->activeFlags &= ~ACTIVE_FLAG_MOVE_THROUGH_GRATE;
m->hurtCounter = 0;
m->healCounter = 31;

View file

@ -13,7 +13,7 @@
#ifdef DEBUG
static u8 warpToLevel = LEVEL_RR;
static u8 warpToLevel = LEVEL_SSL;
static u8 warpToArea = 27;
// warpToArea: 26 = basement
// warpToArea: 27 = upstairs