Sound fixes for remote player

This commit is contained in:
MysterD 2020-08-13 18:53:01 -07:00
parent 92398f3ca1
commit 88bcd2a143
2 changed files with 22 additions and 1 deletions

View file

@ -39,12 +39,20 @@ s32 mario_update_punch_sequence(struct MarioState *m) {
case 0:
play_sound(SOUND_MARIO_PUNCH_YAH, m->marioObj->header.gfx.cameraToObject);
// Fall-through:
case 99:
// Fall-through:
case 1:
set_mario_animation(m, MARIO_ANIM_FIRST_PUNCH);
if (is_anim_past_end(m)) {
m->actionArg = 2;
} else {
m->actionArg = 1;
if (m->actionArg == 1 && m->playerIndex != 0) {
// hack: play remote YAH punch sound, gets skipped without this
play_sound(SOUND_MARIO_PUNCH_YAH, m->marioObj->header.gfx.cameraToObject);
m->actionArg = 99;
} else {
m->actionArg = 1;
}
}
if (m->marioObj->header.gfx.unk38.animFrame >= 2) {

View file

@ -2,6 +2,7 @@
#include "../network.h"
#include "object_fields.h"
#include "object_constants.h"
#include "sm64.h"
void network_send_player(void) {
if (gMarioStates[0].marioObj == NULL) { return; }
@ -19,6 +20,10 @@ void network_send_player(void) {
packet_write(&p, gMarioStates[0].marioObj->rawData.asU32, sizeof(u32) * 80);
packet_write(&p, &gMarioStates[0].health, sizeof(s16));
packet_write(&p, &gMarioStates[0].marioObj->header.gfx.node.flags, sizeof(s16));
packet_write(&p, &gMarioStates[0].actionState, sizeof(u16));
packet_write(&p, &gMarioStates[0].actionTimer, sizeof(u16));
packet_write(&p, &gMarioStates[0].actionArg, sizeof(u32));
packet_write(&p, &heldSyncID, sizeof(u32));
packet_write(&p, &heldBySyncID, sizeof(u32));
network_send(&p);
@ -31,14 +36,22 @@ void network_receive_player(struct Packet* p) {
u32 heldBySyncID = NULL;
u16 playerIndex = gMarioStates[1].playerIndex;
u32 oldAction = gMarioStates[1].action;
packet_read(p, &gMarioStates[1], sizeof(u32) * 24);
packet_read(p, gMarioStates[1].controller, 20);
packet_read(p, &gMarioStates[1].marioObj->rawData.asU32, sizeof(u32) * 80);
packet_read(p, &gMarioStates[1].health, sizeof(s16));
packet_read(p, &gMarioStates[1].marioObj->header.gfx.node.flags, sizeof(s16));
packet_read(p, &gMarioStates[1].actionState, sizeof(u16));
packet_read(p, &gMarioStates[1].actionTimer, sizeof(u16));
packet_read(p, &gMarioStates[1].actionArg, sizeof(u32));
packet_read(p, &heldSyncID, sizeof(u32));
packet_read(p, &heldBySyncID, sizeof(u32));
gMarioStates[1].playerIndex = playerIndex;
if (gMarioStates[1].action != oldAction) {
gMarioStates[1].flags &= ~(MARIO_ACTION_SOUND_PLAYED | MARIO_MARIO_SOUND_PLAYED);
}
if (heldSyncID != NULL && syncObjects[heldSyncID].o != NULL) {
// TODO: do we have to move graphics nodes around to make this visible?