mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-29 07:23:01 +00:00
133 lines
4.4 KiB
Lua
133 lines
4.4 KiB
Lua
define_custom_obj_fields({
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oArenaBobombGlobalOwner = 'u32',
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})
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function bhv_arena_bobomb_init(obj)
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obj.oAction = 0
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obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
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obj_scale(obj, 0.75)
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cur_obj_play_sound_2(SOUND_AIR_BOBOMB_LIT_FUSE)
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obj.oVelX = sins(obj.oMoveAngleYaw) * obj.oForwardVel
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obj.oVelY = 30
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obj.oVelZ = coss(obj.oMoveAngleYaw) * obj.oForwardVel
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obj.oAnimations = gObjectAnimations.bobomb_seg8_anims_0802396C
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cur_obj_init_animation(1)
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network_init_object(obj, false, nil)
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end
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function bhv_arena_bobomb_intersects_player(obj, m, pos, radius)
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local ownerNp = network_player_from_global_index(obj.oArenaBobombGlobalOwner)
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local cm = m
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if m.playerIndex == 0 and ownerNp.localIndex ~= 0 then
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cm = lag_compensation_get_local_state(ownerNp)
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end
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local mPos1 = { x = cm.pos.x, y = cm.pos.y + 50, z = cm.pos.z }
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local mPos2 = { x = cm.pos.x, y = cm.pos.y + 150, z = cm.pos.z }
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local ret = (vec3f_dist(pos, mPos1) < radius or vec3f_dist(pos, mPos2) < radius)
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return ret
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end
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function bhv_arena_bobomb_expode(obj)
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obj.oAction = 1
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obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
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obj_set_billboard(obj)
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obj_scale(obj, 2)
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obj.oAnimState = -1
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cur_obj_play_sound_2(SOUND_GENERAL2_BOBOMB_EXPLOSION)
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set_environmental_camera_shake(SHAKE_ENV_EXPLOSION)
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obj.oOpacity = 255
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obj_set_model_extended(obj, E_MODEL_EXPLOSION)
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local m = gMarioStates[0]
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local np = gNetworkPlayers[0]
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local e = gMarioStateExtras[0]
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local a = { x = obj.oPosX, y = obj.oPosY, z = obj.oPosZ }
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local validAttack = global_index_hurts_mario_state(obj.oArenaBobombGlobalOwner, m) or np.globalIndex == obj.oArenaBobombGlobalOwner
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local radius = 500
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if np.globalIndex == obj.oArenaBobombGlobalOwner then radius = 300 end
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if validAttack and bhv_arena_bobomb_intersects_player(obj, m, a, radius) and mario_health_float(m) > 0 then
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obj.oDamageOrCoinValue = 3
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interact_damage(m, INTERACT_DAMAGE, obj)
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e.lastDamagedByGlobal = obj.oArenaBobombGlobalOwner
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-- knockback
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local ownerNp = network_player_from_global_index(obj.oArenaBobombGlobalOwner)
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local cm = m
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if np.globalIndex ~= obj.oArenaBobombGlobalOwner then
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cm = lag_compensation_get_local_state(ownerNp)
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end
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local vel = {
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x = cm.pos.x - obj.oPosX,
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y = 0.5,
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z = cm.pos.z - obj.oPosZ,
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}
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vec3f_normalize(vel)
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vel.y = 0.5
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vec3f_normalize(vel)
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vec3f_mul(vel, 40)
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set_mario_action(m, ACT_BACKWARD_AIR_KB, 0)
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m.invincTimer = 10
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m.knockbackTimer = 10
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m.vel.x = vel.x
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m.vel.y = vel.y
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m.vel.z = vel.z
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m.forwardVel = 0
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m.faceAngle.y = atan2s(vel.z, vel.x) + 0x8000
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end
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end
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function bhv_arena_bobomb_thrown_loop(obj)
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local a = { x = obj.oPosX, y = obj.oPosY, z = obj.oPosZ }
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local dir = { x = obj.oVelX, y = obj.oVelY, z = obj.oVelZ }
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obj.oVelY = obj.oVelY - 3
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obj.oFaceAnglePitch = obj.oFaceAnglePitch - 0x100
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for i = 0, MAX_PLAYERS - 1 do
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local m = gMarioStates[i]
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if active_player(m) and global_index_hurts_mario_state(obj.oArenaBobombGlobalOwner, m) and not is_invuln_or_intang(m) then
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if bhv_arena_bobomb_intersects_player(obj, m, a, 200) then
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bhv_arena_bobomb_expode(obj)
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return
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end
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end
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end
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local info = collision_find_surface_on_ray(
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a.x, a.y, a.z,
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dir.x, dir.y, dir.z)
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local floorHeight = find_floor_height(obj.oPosX, obj.oPosY + 100, obj.oPosZ)
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if obj.oTimer > 30 * 1 or info.surface ~= nil or obj.oPosY < floorHeight then
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bhv_arena_bobomb_expode(obj)
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return
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else
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obj.oPosX = obj.oPosX + dir.x
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obj.oPosY = obj.oPosY + dir.y
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obj.oPosZ = obj.oPosZ + dir.z
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end
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end
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function bhv_arena_bobomb_explode_loop(obj)
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if obj.oTimer >= 9 then
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obj.activeFlags = ACTIVE_FLAG_DEACTIVATED
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end
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obj.oOpacity = obj.oOpacity - 14
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cur_obj_scale((obj.oTimer / 9.0 + 1.0) * 2)
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obj.oAnimState = obj.oAnimState + 1
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end
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function bhv_arena_bobomb_loop(obj)
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if obj.oAction == 0 then
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bhv_arena_bobomb_thrown_loop(obj)
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else
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bhv_arena_bobomb_explode_loop(obj)
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end
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end
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id_bhvArenaBobomb = hook_behavior(nil, OBJ_LIST_GENACTOR, true, bhv_arena_bobomb_init, bhv_arena_bobomb_loop)
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