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https://github.com/coop-deluxe/sm64coopdx.git
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Added HOOK_ON_PVP_ATTACK
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0d7b6daa9b
commit
fcb459d095
6 changed files with 50 additions and 3 deletions
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@ -7,7 +7,8 @@ HOOK_MARIO_UPDATE = 1
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HOOK_BEFORE_MARIO_UPDATE = 2
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HOOK_ON_SET_MARIO_ACTION = 3
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HOOK_BEFORE_PHYS_STEP = 4
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HOOK_MAX = 5
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HOOK_ON_PVP_ATTACK = 5
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HOOK_MAX = 6
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_CObject = {
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__index = function (t,k)
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@ -139,6 +140,15 @@ CT_TOAD = 2
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CT_WALUIGI = 3
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CT_MAX = 4
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NPT_UNKNOWN = 0
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NPT_LOCAL = 1
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NPT_SERVER = 2
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NPT_CLIENT = 3
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UNKNOWN_LOCAL_INDEX = -1
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UNKNOWN_GLOBAL_INDEX = -1
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UNKNOWN_NETWORK_INDEX = -1
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------------
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-- layers --
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------------
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@ -617,6 +617,7 @@
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- HOOK_BEFORE_MARIO_UPDATE
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- HOOK_ON_SET_MARIO_ACTION
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- HOOK_BEFORE_PHYS_STEP
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- HOOK_ON_PVP_ATTACK
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- HOOK_MAX
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[:arrow_up_small:](#)
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@ -27,6 +27,7 @@
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#include "pc/configfile.h"
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#include "pc/network/network.h"
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#include "pc/lua/smlua_hooks.h"
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#define INT_GROUND_POUND_OR_TWIRL (1 << 0) // 0x01
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#define INT_PUNCH (1 << 1) // 0x02
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@ -1339,9 +1340,10 @@ u32 interact_player(struct MarioState* m, UNUSED u32 interactType, struct Object
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// attacked
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u8 isInCutscene = ((m->action & ACT_GROUP_MASK) == ACT_GROUP_CUTSCENE) || ((m2->action & ACT_GROUP_MASK) == ACT_GROUP_CUTSCENE);
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isInCutscene = isInCutscene || (m->action == ACT_IN_CANNON) || (m2->action == ACT_IN_CANNON);
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u8 isAttackerInvulnerable = (m->action & ACT_FLAG_INVULNERABLE) || m->invincTimer != 0 || m->hurtCounter != 0;
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u8 isInvulnerable = (m2->action & ACT_FLAG_INVULNERABLE) || m2->invincTimer != 0 || m2->hurtCounter != 0 || isInCutscene;
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u8 isIgnoredAttack = (m->action == ACT_JUMP || m->action == ACT_DOUBLE_JUMP);
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if ((interaction & INT_ANY_ATTACK) && !(interaction & INT_HIT_FROM_ABOVE) && !isInvulnerable && !isIgnoredAttack) {
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if ((interaction & INT_ANY_ATTACK) && !(interaction & INT_HIT_FROM_ABOVE) && !isInvulnerable && !isIgnoredAttack && !isAttackerInvulnerable) {
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// determine if slide attack should be ignored
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if ((interaction & INT_ATTACK_SLIDE) && player_is_sliding(m2)) {
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@ -1388,6 +1390,8 @@ u32 interact_player(struct MarioState* m, UNUSED u32 interactType, struct Object
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take_damage_and_knock_back(m2, m->marioObj);
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bounce_back_from_attack(m, interaction);
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m2->interactObj = NULL;
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smlua_call_event_hooks_mario_params(HOOK_ON_PVP_ATTACK, m, m2);
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return FALSE;
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}
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@ -3,7 +3,8 @@ char gSmluaConstants[] = "HOOK_UPDATE = 0\n"
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"HOOK_BEFORE_MARIO_UPDATE = 2\n"
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"HOOK_ON_SET_MARIO_ACTION = 3\n"
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"HOOK_BEFORE_PHYS_STEP = 4\n"
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"HOOK_MAX = 5\n"
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"HOOK_ON_PVP_ATTACK = 5\n"
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"HOOK_MAX = 6\n"
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"_CObject = {\n"
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" __index = function (t,k)\n"
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" return _get_field(t['_lot'], t['_pointer'], k)\n"
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@ -75,6 +75,34 @@ void smlua_call_event_hooks_mario_param(enum LuaHookedEventType hookType, struct
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}
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}
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void smlua_call_event_hooks_mario_params(enum LuaHookedEventType hookType, struct MarioState* m1, struct MarioState* m2) {
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lua_State* L = gLuaState;
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if (L == NULL) { return; }
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struct LuaHookedEvent* hook = &sHookedEvents[hookType];
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for (int i = 0; i < hook->count; i++) {
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// push the callback onto the stack
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lua_rawgeti(L, LUA_REGISTRYINDEX, hook->reference[i]);
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// push mario state
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lua_getglobal(L, "gMarioStates");
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lua_pushinteger(L, m1->playerIndex);
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lua_gettable(L, -2);
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lua_remove(L, -2);
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// push mario state
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lua_getglobal(L, "gMarioStates");
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lua_pushinteger(L, m2->playerIndex);
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lua_gettable(L, -2);
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lua_remove(L, -2);
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// call the callback
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if (0 != lua_pcall(L, 2, 0, 0)) {
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LOG_LUA("Failed to call the callback: %s", lua_tostring(L, -1));
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continue;
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}
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}
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}
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////////////////////
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// hooked actions //
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////////////////////
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@ -9,6 +9,7 @@ enum LuaHookedEventType {
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HOOK_BEFORE_MARIO_UPDATE,
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HOOK_ON_SET_MARIO_ACTION,
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HOOK_BEFORE_PHYS_STEP,
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HOOK_ON_PVP_ATTACK,
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HOOK_MAX,
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};
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@ -18,11 +19,13 @@ static char* LuaHookedEventTypeName[] = {
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"HOOK_BEFORE_MARIO_UPDATE",
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"HOOK_ON_SET_MARIO_ACTION",
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"HOOK_BEFORE_PHYS_STEP",
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"HOOK_ON_PVP_ATTACK",
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"HOOK_MAX"
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};
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void smlua_call_event_hooks(enum LuaHookedEventType hookType);
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void smlua_call_event_hooks_mario_param(enum LuaHookedEventType hookType, struct MarioState* m);
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void smlua_call_event_hooks_mario_params(enum LuaHookedEventType hookType, struct MarioState* m1, struct MarioState* m2);
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bool smlua_call_action_hook(struct MarioState* m, s32* returnValue);
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void smlua_bind_hooks(void);
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