mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-25 21:45:12 +00:00
89 lines
No EOL
3 KiB
Lua
89 lines
No EOL
3 KiB
Lua
if SM64COOPDX_VERSION == nil then return end
|
|
|
|
--- @param weapon Weapon
|
|
--- @return nil
|
|
function common_shoot(weapon)
|
|
--- @type MarioState
|
|
local m = gMarioStates[0]
|
|
|
|
if not weapon.reqCheck(m) then return end
|
|
|
|
if weapon.ammo <= 0 and weapon.maxAmmo > 0 then
|
|
audio_sample_play(SOUND_CUSTOM_DRY, gMarioStates[0].pos, 1)
|
|
return
|
|
end
|
|
|
|
local enabled = get_first_person_enabled()
|
|
local x = if_then_else(enabled, gLakituState.pos.x, m.pos.x)
|
|
local y = if_then_else(enabled, gLakituState.pos.y, m.pos.y + FIRST_PERSON_MARIO_HEAD_POS_SHORT)
|
|
local z = if_then_else(enabled, gLakituState.pos.z, m.pos.z)
|
|
|
|
spawn_bullets_player(x, y, z, weapon.bulletCount)
|
|
if #weapon.primarySounds > 0 then
|
|
sync_audio_sample_play(weapon.primarySounds[math.random(#weapon.primarySounds)], gMarioStates[0].pos, 1)
|
|
end
|
|
|
|
if weapon.maxAmmo > 0 then
|
|
weapon.ammo = weapon.ammo - 1
|
|
if weapon.ammo == 0 then common_reload(weapon) end
|
|
end
|
|
|
|
useDualWieldWeapon = not useDualWieldWeapon
|
|
end
|
|
|
|
--- @param weapon Weapon
|
|
--- @return nil
|
|
function common_reload(weapon)
|
|
--- @type MarioState
|
|
local m = gMarioStates[0]
|
|
if weapon.reloadTimer > 0 or not weapon.reqCheck(m) then return end
|
|
|
|
local weapon2 = if_then_else(useDualWieldWeapon, cur_weapon(), cur_dual_wield_weapon())
|
|
if weapon.ammo >= weapon.maxAmmo then
|
|
weapon.cooldownTimer = 0
|
|
if weapon2 ~= nil then
|
|
if weapon2.ammo >= weapon2.maxAmmo then
|
|
weapon2.cooldownTimer = 0
|
|
else
|
|
if #weapon.secondarySounds > 0 then
|
|
sync_audio_sample_play(weapon.secondarySounds[math.random(#weapon.secondarySounds)], m.pos, 1)
|
|
end
|
|
weapon2.ammo = 0
|
|
weapon2.reloadTimer = weapon2.reloadTime
|
|
end
|
|
end
|
|
return
|
|
end
|
|
|
|
if weapon2 ~= nil then
|
|
if weapon2.ammo >= weapon2.maxAmmo then
|
|
weapon2.cooldownTimer = 0
|
|
else
|
|
if #weapon.secondarySounds > 0 then
|
|
sync_audio_sample_play(weapon.secondarySounds[math.random(#weapon.secondarySounds)], m.pos, 1)
|
|
end
|
|
weapon2.ammo = 0
|
|
weapon2.reloadTimer = weapon2.reloadTime
|
|
end
|
|
end
|
|
|
|
if #weapon.secondarySounds > 0 then
|
|
sync_audio_sample_play(weapon.secondarySounds[math.random(#weapon.secondarySounds)], m.pos, 1)
|
|
end
|
|
weapon.ammo = 0
|
|
weapon.reloadTimer = weapon.reloadTime
|
|
end
|
|
|
|
--- @param m MarioState
|
|
function check_common_gun_requirements(m)
|
|
return m.health > 0xFF and
|
|
m.action ~= ACT_STAR_DANCE_EXIT and
|
|
m.action ~= ACT_STAR_DANCE_NO_EXIT and
|
|
m.action ~= ACT_STAR_DANCE_WATER and
|
|
m.action ~= ACT_LEDGE_GRAB and
|
|
m.action ~= ACT_LEDGE_CLIMB_FAST and
|
|
m.action ~= ACT_LEDGE_CLIMB_SLOW_1 and
|
|
m.action ~= ACT_LEDGE_CLIMB_SLOW_2 and
|
|
(m.action & ACT_GROUP_MASK) ~= ACT_GROUP_SUBMERGED and
|
|
m.action ~= ACT_DISAPPEARED
|
|
end |