-- _mquake_a_constants -- _mquake_b_actions_predefine -- _mquake_c_actions -- _mquake_d_physics -- _mquake_e_hooks -- localize functions to improve performance - _mquake_c_moveset_functions.lua local get_id_from_behavior,mario_grab_used_object,mario_throw_held_object,obj_is_grabbable,obj_is_attackable,obj_is_breakable_object,mario_drop_held_object,obj_get_nearest_object_with_behavior_id,vec3f_dot,vec3f_length,obj_check_hitbox_overlap,max,level_trigger_warp,absf_2 = get_id_from_behavior,mario_grab_used_object,mario_throw_held_object,obj_is_grabbable,obj_is_attackable,obj_is_breakable_object,mario_drop_held_object,obj_get_nearest_object_with_behavior_id,vec3f_dot,vec3f_length,obj_check_hitbox_overlap,max,level_trigger_warp,absf_2 local vec3f_add = vec3f_add local set_mario_action = set_mario_action function obj_activate_door(m,door,bhv) if (m.action == ACT_DM_WATER_MOVEMENT) then return true end if door ~= nil then local flags = save_file_get_flags() -- local bhv = get_id_from_behavior(door) if bhv == id_bhvDoor then local doorStars = door.oBehParams >> 24 if (doorStars <= save_file_get_total_star_count(get_current_save_file_num()-1,0,255)) then door.oAction = 1 door.header.gfx.animInfo.animFrame = max(door.header.gfx.animInfo.animFrame, 25) end return true elseif bhv == id_bhvDoorWarp then local wDoorID = door.oBehParams >> 24 if (wDoorID == 1 and (flags & SAVE_FLAG_HAVE_KEY_2) == 0) then return true end if (wDoorID == 2 and (flags & SAVE_FLAG_HAVE_KEY_1) == 0) then return true end door.oAction = 2 door.header.gfx.animInfo.animFrame = max(door.header.gfx.animInfo.animFrame, 10) m.interactObj = door m.usedObj = door m.actionArg = should_push_or_pull_door(m, door) level_trigger_warp(m, WARP_OP_WARP_DOOR) return true elseif bhv == id_bhvStarDoor and door.oAction == 0 then local doorStars = door.oBehParams >> 24 if (doorStars <= save_file_get_total_star_count(get_current_save_file_num()-1,0,255)) then door.oInteractStatus = 0x00010000 end return true end end return false end function held_obj_update(m) local obj = m.heldObj local bhv = get_id_from_behavior(obj.behavior) if (bhv == id_bhvBobomb) then if (obj.oBobombFuseTimer >= 151) then mario_drop_held_object(m) end end if (bhv == id_bhvKoopaShellUnderwater) then if (obj.oTimer >= 601 or m.action ~= ACT_DM_WATER_MOVEMENT) then mario_drop_held_object(m) end obj.oTimer = obj.oTimer + 1 end end function mario_throw_object_ext(m,ang) local obj = m.heldObj local bhv = get_id_from_behavior(obj.behavior) if (bhv == id_bhvBowser and cl_bowserthrow) then local curFaceAngle = m.faceAngle.y m.faceAngle.y = m.area.camera.yaw + 0x8000 mario_drop_held_object(m) obj.oPosX = m.marioBodyState.heldObjLastPosition.x obj.oPosY = m.marioBodyState.heldObjLastPosition.y obj.oPosZ = m.marioBodyState.heldObjLastPosition.z -- Todo ; How do we fix this shit maintaining the velocity? m.marioObj.oAngleVelYaw = 0 m.marioObj.oMoveAnglePitch = 0 obj.oForwardVel = 0 obj.oVelY = 0 obj.oBowserHeldAngleVelYaw = clampf(absf_2(s16(cl_bowserthrow_previousYaw-curFaceAngle)),0x10,0x1000) obj.oBowserHeldAnglePitch = clampf(-absf_2(s16(cl_bowserthrow_previousYaw-curFaceAngle)),-0x1000,-0x400) network_send_object(obj,true) return true end if (bhv == id_bhvJumpingBox) then mario_drop_held_object(m) set_mario_action(m, ACT_DM_AIR_MOVEMENT, 0) vec3f_add(m.vel,vec3_scale(ang.forward,300)) vec3f_add(m.vel,{x=0,y=500,z=0}) obj.oPosX = m.pos.x obj.oPosY = m.pos.y obj.oPosZ = m.pos.z return true end return false end function mario_drop_object_ext(m,ang) local obj = m.heldObj local bhv = get_id_from_behavior(obj.behavior) if (bhv == id_bhvJumpingBox) then return mario_throw_object_ext(m,ang) end return false end function mario_grab_used_object_ext(m,ang) local o = m.usedObj local bhv = get_id_from_behavior(o.behavior) if (bhv == id_bhvBowser) then if (not mario_is_within_object_angles(m, o, 0x2000, true)) then return false end cl_bowserthrow = true o.oForwardVel = 0 o.oVelY = 0 o.oBowserHeldAngleVelYaw = 0 o.oBowserHeldAnglePitch = 0 o.oMoveAnglePitch = 0 o.oMoveAngleYaw = 0 o.oForwardVelS32 = 0 o.oForwardVel = 0 m.marioObj.oAngleVelYaw = 0 m.marioObj.oMoveAnglePitch = 0 m.marioObj.oMoveAngleYaw = 0 m.marioObj.oForwardVelS32 = 0 m.marioObj.oForwardVel = 0 end if (bhv == id_bhvKingBobomb) then if (not mario_is_within_object_angles(m, o, 0x2000, true)) then return false end mario_grab_used_object(m) return false end if (bhv == id_bhvChuckya) then if (not mario_is_within_object_angles(m, o, 0x2000, true)) then return false end mario_grab_used_object(m) return false end if (bhv == id_bhvKoopaShellUnderwater) then if (m.action ~= ACT_DM_WATER_MOVEMENT) then return false end o.oTimer = 0 -- ten seconds end mario_grab_used_object(m) return o == m.heldObj end function mario_handle_grab_and_punch_custom(m) if m.heldByObj ~= nil then return end if m == nil then return end local pressedB = (m.controller.buttonPressed & B_BUTTON) ~= 0 local pressedZ = (m.controller.buttonPressed & Z_TRIG) ~= 0 local ang = nil if m.heldObj ~= nil then if (ang == nil) then ang = GetAngleVectors(m) end local obj = m.heldObj if (cl_bowserthrow) then m.marioBodyState.heldObjLastPosition.x = m.area.camera.pos.x + (ang.forward.x * (160+(obj.hitboxRadius*0.5))) m.marioBodyState.heldObjLastPosition.y = m.area.camera.pos.y + (ang.forward.y * (160+(obj.hitboxRadius*0.5))) - (obj.hitboxHeight*0.5) + 64 m.marioBodyState.heldObjLastPosition.z = m.area.camera.pos.z + (ang.forward.z * (160+(obj.hitboxRadius*0.5))) else m.marioBodyState.heldObjLastPosition.x = m.area.camera.pos.x + (ang.rawForward.x * (160+(obj.hitboxRadius*0.5))) + (m.vel.x*0.25) m.marioBodyState.heldObjLastPosition.y = m.area.camera.pos.y + ((ang.rawForward.y * (160+(obj.hitboxRadius*0.5))) + (m.vel.y*0.25)) - (obj.hitboxHeight*0.5) m.marioBodyState.heldObjLastPosition.z = m.area.camera.pos.z + (ang.rawForward.z * (160+(obj.hitboxRadius*0.5))) + (m.vel.z*0.25) end end m.controller.buttonPressed = m.controller.buttonPressed & ~(B_BUTTON|Z_TRIG) if (pressedB) then if (ang == nil) then ang = GetAngleVectors(m) end if m.heldObj ~= nil then if not mario_throw_object_ext(m,ang) then local curFaceAngle = m.faceAngle.y local obj = m.heldObj m.faceAngle.y = m.area.camera.yaw + 0x8000 mario_throw_held_object(m) obj.oPosX = m.marioBodyState.heldObjLastPosition.x obj.oPosY = m.marioBodyState.heldObjLastPosition.y obj.oPosZ = m.marioBodyState.heldObjLastPosition.z obj.oVelX = (ang.rawForward.x * 160) + (m.vel.x*0.25) obj.oVelY = (ang.rawForward.y * 160) + (m.vel.x*0.25) obj.oVelZ = (ang.rawForward.z * 160) + (m.vel.x*0.25) obj.oMoveAnglePitch = gLakituState.oldPitch obj.oMoveAngleYaw = m.faceAngle.y obj.oMoveAngleRoll = 0 obj.oFaceAnglePitch = 0 obj.oFaceAngleYaw = m.faceAngle.y obj.oFaceAngleRoll = 0 m.faceAngle.y = curFaceAngle end elseif (cl_interacttimer == 0) then -- play_character_sound(m,CHAR_SOUND_PUNCH_HOO) cl_interacttimer = 15 m.marioBodyState.heldObjLastPosition.x = m.area.camera.pos.x + (ang.rawForward.x * 160) m.marioBodyState.heldObjLastPosition.y = m.area.camera.pos.y + (ang.rawForward.y * 160) m.marioBodyState.heldObjLastPosition.z = m.area.camera.pos.z + (ang.rawForward.z * 160) local target = get_any_object_closest_to_point(m.marioBodyState.heldObjLastPosition) if (target ~= nil) then local bhv = get_id_from_behavior(target.behavior) if (not obj_activate_door(m,target,bhv)) then if (obj_is_grabbable(target)) then m.interactObj = target m.usedObj = target if (not mario_grab_used_object_ext(m,ang)) then m.interactObj = nil m.usedObj = nil end elseif (obj_is_attackable(target) or obj_is_exclamation_box(target) or obj_is_bully(target) or obj_is_breakable_object(target)) then m.interactObj = target m.usedObj = target target.oInteractStatus = INT_STATUS_INTERACTED | INT_STATUS_WAS_ATTACKED | ATTACK_PUNCH -- elseif (bhv == id_bhvMario) then end end else play_sound(CAM_SOUND_UNUSED_SELECT_FIXED, m.marioObj.header.gfx.cameraToObject) end end end if (pressedZ) then if m.heldObj ~= nil then if (not mario_drop_object_ext(m,ang)) then local curFaceAngle = m.faceAngle.y local obj = m.heldObj m.faceAngle.y = m.area.camera.yaw + 0x8000 mario_drop_held_object(m) obj.oPosX = m.marioBodyState.heldObjLastPosition.x obj.oPosY = m.marioBodyState.heldObjLastPosition.y obj.oPosZ = m.marioBodyState.heldObjLastPosition.z obj.oMoveAnglePitch = gLakituState.oldPitch obj.oMoveAngleYaw = m.faceAngle.y obj.oMoveAngleRoll = 0 obj.oFaceAnglePitch = 0 obj.oFaceAngleYaw = m.faceAngle.y obj.oFaceAngleRoll = 0 m.faceAngle.y = curFaceAngle end end end end -- function obj_affect_nearest_door(m,bhv) -- local door = obj_get_nearest_object_with_behavior_id(m.marioObj, bhv) -- if door ~= nil and obj_check_hitbox_overlap(m.marioObj, door) and vec3f_dot(m.vel,{x=m.pos.x-door.oPosX,y=0,z=m.pos.z-door.oPosZ}) <= -0.1 and vec3f_length(m.vel) > 20 then -- if bhv == id_bhvDoor then -- door.oAction = 1 -- door.header.gfx.animInfo.animFrame = max(door.header.gfx.animInfo.animFrame, 20) -- elseif bhv == id_bhvDoorWarp then -- door.oAction = 2 -- door.header.gfx.animInfo.animFrame = max(door.header.gfx.animInfo.animFrame, 10) -- m.interactObj = door -- m.usedObj = door -- m.actionArg = should_push_or_pull_door(m, door) -- level_trigger_warp(m, WARP_OP_WARP_DOOR) -- elseif bhv == id_bhvStarDoor and door.oAction == 0 then -- door.oInteractStatus = 0x00010000 -- end -- end -- end