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Added hacks for fire spitter and skeeter to prevent glitching through the floor on water level change
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3 changed files with 15 additions and 2 deletions
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@ -481,7 +481,8 @@
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#define /*0x0F4*/ oFallingPillarPitchAcceleration OBJECT_FIELD_F32(0x1B)
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/* Fire Spitter */
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#define /*0x0F4*/ oFireSpitterScaleVel OBJECT_FIELD_F32(0x1B)
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#define /*0x0F4*/ oFireSpitterScaleVel OBJECT_FIELD_F32(0x1B)
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#define /*0x0F8*/ oFireSpitterLastWaterY OBJECT_FIELD_F32(0x1C)
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/* Blue Fish */
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#define /*0x0F4*/ oBlueFishRandomVel OBJECT_FIELD_F32(0x1B)
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@ -867,6 +868,7 @@
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#define /*0x0F8*/ oSkeeterUnkF8 OBJECT_FIELD_S32(0x1C)
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#define /*0x0FC*/ oSkeeterUnkFC OBJECT_FIELD_F32(0x1D)
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#define /*0x100*/ oSkeeterWaitTime OBJECT_FIELD_S32(0x1E)
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#define /*0x0F8*/ oSkeeterLastWaterY OBJECT_FIELD_F32(0x1F)
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#define /*0x1AC*/ oSkeeterUnk1AC OBJECT_FIELD_S16(0x49, 0)
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/* Jrb Sliding Box */
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@ -2,7 +2,6 @@
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static void fire_spitter_act_idle(void) {
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struct Object* player = nearest_player_to_object(o);
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int distanceToPlayer = dist_between_objects(o, player);
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approach_f32_ptr(&o->header.gfx.scale[0], 0.2f, 0.002f);
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if (o->oTimer > 150 && distanceToPlayer < 800.0f && !(o->oMoveFlags & OBJ_MOVE_MASK_IN_WATER)) {
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o->oAction = FIRE_SPITTER_ACT_SPIT_FIRE;
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@ -70,5 +69,11 @@ void bhv_fire_spitter_update(void) {
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break;
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}
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// HACK: when water level suddenly changes, the fire spitter can disappear into the floor
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f32 waterLevel = find_water_level(o->oPosX, o->oPosZ);
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if (fabs(o->oFireSpitterLastWaterY - waterLevel) > 100) {
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o->oMoveFlags = OBJ_MOVE_IN_AIR;
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}
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o->oFireSpitterLastWaterY = waterLevel;
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cur_obj_move_standard(78);
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}
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@ -172,6 +172,12 @@ void bhv_skeeter_update(void) {
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}
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obj_check_attacks(&sSkeeterHitbox, o->oAction);
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// HACK: when water level suddenly changes, the skeeter can disappear into the floor
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f32 waterLevel = find_water_level(o->oPosX, o->oPosZ);
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if (fabs(o->oSkeeterLastWaterY - waterLevel) > 100) {
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o->oMoveFlags = OBJ_MOVE_IN_AIR;
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}
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o->oSkeeterLastWaterY = waterLevel;
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cur_obj_move_standard(-78);
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}
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