mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-25 05:25:14 +00:00
36ddaa65ac
noticed that a recent commit broke ladders, so i took this opportunity to bring some things up to date - upgraded the ladder system to more or less its current state in Dream Raider 64 - lowered streamed music volume when paused - cap music plays where it's supposed to again - other cleanup in the sound system
92 lines
3.3 KiB
Lua
92 lines
3.3 KiB
Lua
_G.ACT_LADDER = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR)
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-- behavior params:
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-- ladder height
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-- ex: 1388
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-- object yaw = ladder yaw
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function bhv_arena_ladder_init(o)
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o.hitboxRadius = 40
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o.hitboxHeight = o.oBehParams
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end
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id_bhvArenaLadder = hook_behavior(nil, OBJ_LIST_LEVEL, true, bhv_arena_ladder_init, nil)
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function mario_check_for_ladder(m)
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if m.action == ACT_FORWARD_ROLLOUT and m.prevAction == ACT_LADDER then
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m.forwardVel = 10
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end
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local ladder = obj_get_first_with_behavior_id(id_bhvArenaLadder)
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while ladder do
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if obj_check_hitbox_overlap(m.marioObj, ladder) ~= 0 then
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local dYawToObject = ladder.oFaceAngleYaw - m.faceAngle.y
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if ((m.action & ACT_FLAG_AIR ~= 0 and m.forwardVel > 20)
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or (m.action & ACT_FLAG_ATTACKING ~= 0 and (m.action ~= ACT_GROUND_POUND or m.action ~= ACT_GROUND_POUND_LAND))
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or (m.action & ACT_FLAG_AIR == 0 and m.input & INPUT_A_PRESSED ~= 0)
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) and math.abs(dYawToObject) < 0x2000 and m.action ~= ACT_LADDER then
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m.usedObj = ladder
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m.input = m.input & ~INPUT_A_PRESSED
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return set_mario_action(m, ACT_LADDER, 0)
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end
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end
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ladder = obj_get_next_with_same_behavior_id(ladder)
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end
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end
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hook_event(HOOK_BEFORE_MARIO_UPDATE, mario_check_for_ladder)
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function act_ladder(m)
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local ladder = m.usedObj
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if not ladder or obj_has_behavior_id(ladder, id_bhvArenaLadder) == 0 then return set_mario_action(m, ACT_FREEFALL, 0) end
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local stickX = m.controller.rawStickX
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local stickY = m.controller.rawStickY
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m.vel.x = ladder.oPosX
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m.vel.z = ladder.oPosZ
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m.vel.y = clampf(m.pos.y + stickY*.15, ladder.oPosY, ladder.oPosY + ladder.hitboxHeight)
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vec3f_copy(m.marioObj.header.gfx.pos, m.pos)
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set_character_animation(m, CHAR_ANIM_BEING_GRABBED)
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local loop = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
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set_anim_to_frame(m, (m.pos.y/10) % loop)
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m.faceAngle.x = 8192
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m.faceAngle.y = ladder.oFaceAngleYaw
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m.faceAngle.z = 0
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vec3s_copy(m.marioObj.header.gfx.angle, m.faceAngle)
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if m.input & INPUT_A_PRESSED ~= 0 then
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if math.abs(stickX) > 64 then
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m.faceAngle.y = m.faceAngle.y - 16384*signum_positive(stickX)
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m.forwardVel = 10
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m.vel.y = 10
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return set_mario_action(m, ACT_FORWARD_ROLLOUT, 0)
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end
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if stickY > 64 and m.pos.y == ladder.oPosY + ladder.hitboxHeight then
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m.forwardVel = 10
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m.vel.y = 10
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return set_mario_action(m, ACT_FORWARD_ROLLOUT, 0)
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end
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m.faceAngle.y = m.faceAngle.y + 32768
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m.forwardVel = 30
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m.vel.y = 50
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return set_mario_action(m, ACT_WALL_KICK_AIR, 0)
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end
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if m.input & INPUT_Z_PRESSED ~= 0 then
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m.vel.y = stickY * 0.2
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m.forwardVel = 0
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m.input = m.input & ~INPUT_Z_PRESSED
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return set_mario_action(m, ACT_FREEFALL, 0)
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end
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if ladder.oPosY < m.pos.y and m.pos.y < ladder.oPosY + ladder.hitboxHeight then
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m.actionTimer = m.actionTimer + math.abs(stickY * 0.2)
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end
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if m.actionTimer > 128 then
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m.actionTimer = 0
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play_sound(SOUND_GENERAL_METAL_POUND, m.marioObj.header.gfx.cameraToObject)
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end
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end
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hook_mario_action(ACT_LADDER, act_ladder)
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