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https://github.com/coop-deluxe/sm64coopdx.git
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Fixed player interactions
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d0c8b2f100
commit
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5 changed files with 97 additions and 1 deletions
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@ -3760,6 +3760,14 @@ function get_door_save_file_flag(door)
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-- ...
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end
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--- @param m MarioState
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--- @param interactType integer
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--- @param o Object
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--- @return integer
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function interact_damage(m, interactType, o)
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-- ...
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end
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--- @param m MarioState
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--- @param capSpeed number
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--- @return nil
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@ -3837,6 +3845,13 @@ function passes_pvp_interaction_checks(attacker, victim)
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-- ...
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end
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--- @param m MarioState
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--- @param o Object
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--- @return integer
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function take_damage_and_knock_back(m, o)
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-- ...
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end
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--- @param courseNum integer
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--- @param levelNum integer
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--- @param areaIndex integer
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@ -732,6 +732,7 @@
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- interaction.h
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- [does_mario_have_normal_cap_on_head](#does_mario_have_normal_cap_on_head)
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- [get_door_save_file_flag](#get_door_save_file_flag)
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- [interact_damage](#interact_damage)
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- [mario_blow_off_cap](#mario_blow_off_cap)
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- [mario_check_object_grab](#mario_check_object_grab)
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- [mario_drop_held_object](#mario_drop_held_object)
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@ -744,6 +745,7 @@
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- [mario_stop_riding_object](#mario_stop_riding_object)
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- [mario_throw_held_object](#mario_throw_held_object)
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- [passes_pvp_interaction_checks](#passes_pvp_interaction_checks)
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- [take_damage_and_knock_back](#take_damage_and_knock_back)
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<br />
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@ -14407,6 +14409,28 @@ The `reliable` field will ensure that the packet arrives, but should be used spa
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<br />
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## [interact_damage](#interact_damage)
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### Lua Example
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`local integerValue = interact_damage(m, interactType, o)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| interactType | `integer` |
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| o | [Object](structs.md#Object) |
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### Returns
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- `integer`
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### C Prototype
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`u32 interact_damage(struct MarioState *m, UNUSED u32 interactType, struct Object *o);`
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[:arrow_up_small:](#)
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<br />
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## [mario_blow_off_cap](#mario_blow_off_cap)
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### Lua Example
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@ -14652,6 +14676,27 @@ The `reliable` field will ensure that the packet arrives, but should be used spa
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<br />
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## [take_damage_and_knock_back](#take_damage_and_knock_back)
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### Lua Example
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`local integerValue = take_damage_and_knock_back(m, o)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| o | [Object](structs.md#Object) |
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### Returns
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- `integer`
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### C Prototype
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`u32 take_damage_and_knock_back(struct MarioState *m, struct Object *o);`
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[:arrow_up_small:](#)
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<br />
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---
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# functions from level_info.h
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@ -2160,10 +2160,14 @@ void mario_process_interactions(struct MarioState *m) {
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sDelayInvincTimer = FALSE;
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sInvulnerable = (m->action & ACT_FLAG_INVULNERABLE) || m->invincTimer != 0;
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if (!(m->action & ACT_FLAG_INTANGIBLE) && m->collidedObjInteractTypes != 0 && is_player_active(m) && m->playerIndex == 0) {
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if (!(m->action & ACT_FLAG_INTANGIBLE) && m->collidedObjInteractTypes != 0 && is_player_active(m)) {
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s32 i;
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for (i = 0; i < 32; i++) {
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u32 interactType = sInteractionHandlers[i].interactType;
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if (m->playerIndex != 0 && interactType != (u32)INTERACT_PLAYER) {
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// skip interactions for remote
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continue;
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}
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if (m->collidedObjInteractTypes & interactType) {
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struct Object *object = mario_get_collided_object(m, interactType);
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@ -116,5 +116,7 @@ u32 get_door_save_file_flag(struct Object *door);
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void mario_process_interactions(struct MarioState *m);
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void mario_handle_special_floors(struct MarioState *m);
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u8 passes_pvp_interaction_checks(struct MarioState* attacker, struct MarioState* victim);
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u32 take_damage_and_knock_back(struct MarioState *m, struct Object *o);
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u32 interact_damage(struct MarioState *m, UNUSED u32 interactType, struct Object *o);
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#endif // INTERACTION_H
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@ -7693,6 +7693,21 @@ int smlua_func_get_door_save_file_flag(lua_State* L) {
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return 1;
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}
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int smlua_func_interact_damage(lua_State* L) {
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if(!smlua_functions_valid_param_count(L, 3)) { return 0; }
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struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
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if (!gSmLuaConvertSuccess) { return 0; }
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u32 interactType = smlua_to_integer(L, 2);
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if (!gSmLuaConvertSuccess) { return 0; }
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struct Object* o = (struct Object*)smlua_to_cobject(L, 3, LOT_OBJECT);
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if (!gSmLuaConvertSuccess) { return 0; }
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lua_pushinteger(L, interact_damage(m, interactType, o));
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return 1;
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}
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int smlua_func_mario_blow_off_cap(lua_State* L) {
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if(!smlua_functions_valid_param_count(L, 2)) { return 0; }
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@ -7835,6 +7850,19 @@ int smlua_func_passes_pvp_interaction_checks(lua_State* L) {
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return 1;
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}
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int smlua_func_take_damage_and_knock_back(lua_State* L) {
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if(!smlua_functions_valid_param_count(L, 2)) { return 0; }
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struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
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if (!gSmLuaConvertSuccess) { return 0; }
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struct Object* o = (struct Object*)smlua_to_cobject(L, 2, LOT_OBJECT);
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if (!gSmLuaConvertSuccess) { return 0; }
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lua_pushinteger(L, take_damage_and_knock_back(m, o));
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return 1;
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}
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//////////////////
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// level_info.h //
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//////////////////
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@ -16492,6 +16520,7 @@ void smlua_bind_functions_autogen(void) {
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// interaction.h
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smlua_bind_function(L, "does_mario_have_normal_cap_on_head", smlua_func_does_mario_have_normal_cap_on_head);
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smlua_bind_function(L, "get_door_save_file_flag", smlua_func_get_door_save_file_flag);
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smlua_bind_function(L, "interact_damage", smlua_func_interact_damage);
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smlua_bind_function(L, "mario_blow_off_cap", smlua_func_mario_blow_off_cap);
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smlua_bind_function(L, "mario_check_object_grab", smlua_func_mario_check_object_grab);
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smlua_bind_function(L, "mario_drop_held_object", smlua_func_mario_drop_held_object);
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@ -16504,6 +16533,7 @@ void smlua_bind_functions_autogen(void) {
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smlua_bind_function(L, "mario_stop_riding_object", smlua_func_mario_stop_riding_object);
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smlua_bind_function(L, "mario_throw_held_object", smlua_func_mario_throw_held_object);
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smlua_bind_function(L, "passes_pvp_interaction_checks", smlua_func_passes_pvp_interaction_checks);
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smlua_bind_function(L, "take_damage_and_knock_back", smlua_func_take_damage_and_knock_back);
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// level_info.h
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smlua_bind_function(L, "get_level_name", smlua_func_get_level_name);
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