Replaces references to set_mario_animation() with set_character_animation(), but the old function still exists as a way to play any character animation on any character. Waluigi has two animations, added as a test and may not be final. Exposed new functions to Lua for usage in mods.
Primary concern is that each character requires 209 lines indicating what animations they use, similar to Character Sounds.
* Fix gBehaviorValues.GrateStarRequirement and add gBehaviorValues.ChillyChiefDeathPosY
For some reason, the castle_cannon_grate.inc.c file was unaltered so gBehaviorValues.GrateStarRequirement would not do anything.
gBehaviorValues.ChillyChiefDeathPosY is self explanatory, it lets you change the Y position where the Chilly Chief bully dies.
* ChillyChiefDeathPosY -> ChillBullyDeathPosY
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Co-authored-by: <peachy.peach.sm64@gmail.com>
Some romhacks do change the speed of the wdw water level.
I am aware that the water level is an object and should be under gBehaviorValues, but that feels wrong so it's under gLevelValues.
* Properly set Mario's y vel to 0 on popping
* Change 0 to 0.0f, just in case
* Re-introduce a few vanilla bugs under gBehaviorValues
The Shell Mario glitch was patched as a side effect to patching a different bug, but several romhacks use it so I need it back.
The ability to collect multiple normal caps at once is needed for hat-in-hand using the hat factory glitch.
* Fix Shell Mario fix
Found the actual reason why the glitch doesn't work and figured that this change shouldn't affect anything else, so I removed its entry from gBehaviorValues.
* Add InfiniteRenderDistance to gBehaviorValues
I'm well aware that disabling the infinite render distance will be very desync prone, however a few glitches, most notably cloning and chuckya double jump, need objects load and unload from render distance.
* Allow mods to disable the camera centering from romhack camera
* Allow mods to disable romhack camera centering
Done again
* Update on network shutdown
* Remove a line which I have no idea why it returned
* Add set_exclamation_box_contents()
No way this is memory safe or even well made but I did what I could
* Added (most of) peachy's suggestions
Still need to figure out how to stop the game from reading further than the size of the array without using a hardcoded number
* Added more of peachy's suggestions
I figured a good way to cap how far the exclamation box reads is to pass in the length of the array as well
* Properly set Mario's y vel to 0 on popping
* Re-introduce a few vanilla bugs under gBehaviorValues
The Shell Mario glitch was patched as a side effect to patching a different bug, but several romhacks use it so I need it back.
The ability to collect multiple normal caps at once is needed for hat-in-hand using the hat factory glitch.
* Fix Shell Mario fix
Found the actual reason why the glitch doesn't work and figured that this change shouldn't affect anything else, so I removed its entry from gBehaviorValues.
* Add InfiniteRenderDistance to gBehaviorValues
I'm well aware that disabling the infinite render distance will be very desync prone, however a few glitches, most notably cloning and chuckya double jump, need objects load and unload from render distance.
* made all bools u8 for consistency with fixCollisionBugs
* preview blue coins + visible secrets
* preserve indexing
* star number
* hud cap timer
* red coins radar + secrets radar
* extended pause display
* autogen
* only sDynosBuiltinFuncs is sensitive to indexing
* rebased
* Small quality of life changes
Disabled fixed collision in sm74 by default.
Popping should now completely set the popped player's speed to 0.
* Add HOOK_BEFORE_SET_MARIO_ACTION
Param: incoming action
Return: changes incoming action
If the return value is 1, prevent the action from happening entirely.
0 can't be used here since it'll break the title screen.
* Update hooks.md
* Revert "Small quality of life changes"
This reverts commit 05dd235cd0.
- Added visibleToEnemies to invisible fields
- Added cur_obj_set_billboard_if_vanilla_cam() which makes trees only billboard if free camera is off
- Added RespawnShellBoxes to gBehaviorValues
- Added pauseExitAnywhere to gLevelValues
- Disabled the power meter chime playing on the main menu whenever disconnecting from a server with low health
* A bunch of LUA autogen additions.
- Add support for Vec4f, Vec4s and Mat4 in the autogen.
- Improve error messages for improper argument counts
- Added support for more pointer types in the autogen.
* Fix offsets in sMat4Fields.
* autogen: Rework this at the request of DJ.
In the vanilla game, vanish does only work with walls specifically, and not floors and ceilings. This is because the check for vanish surfaces was only implemented with the walls. So I simply pasted the same code but with the floors and the ceilings.
includes the message string and the mario state of the player
return false to prevent the message from showing (might be possible to make a chat flter with this?)
* Fixed naming from ceil to cell
* Added HOOK_ON_QUICKSAND
* Modified hook and removed weird newlines
* Renamed hook and increased usage
HOOK_ALLOW_QUICKSAND -> HOOK_ALLOW_HAZARD_SURFACE
Now also works on lavaboost.
Suggestion by Agent X. May add this hook to the death barrier check.
* Autogen
* Fixed downwarping to quicksand upon popping
As a side effect though, Mario will no longer snap to the floor upon being popped.
* Unhardcoded ceiling and floor limits
* Revert "Unhardcoded ceiling and floor limits"
* Revert "Revert "Unhardcoded ceiling and floor limits""
This reverts commit 71b2da4c4b898cda73f211620d138b346370d2ce.
* Let's try that again
* Add gsDPSetTextureFilter to DynOS symbols
* Refactor code and fix 2 year oversight
Refactored the main menu background code, now uses vec3f_set instead of manually setting every vector
Also finally fixed the bug where you load in with only 3 lives, this has been in coop for 2 years now and was likely made as a test for syncing live count and was never reversed.
* add skipInViewCheck to GraphNodeObject
* Remove idle set
Co-authored-by: djoslin0 <djoslin0@users.noreply.github.com>