mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-22 20:15:17 +00:00
1120 lines
36 KiB
Lua
1120 lines
36 KiB
Lua
-- name: Extended Moveset
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-- incompatible: moveset
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-- description: Adds various new moves from games like Sunshine and Odyssey without replacing any existing ones.\n\nOriginal author: TheGag96
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------------------------
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-- initialize actions --
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------------------------
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ACT_SPIN_POUND_LAND = (0x037 | ACT_FLAG_STATIONARY | ACT_FLAG_ATTACKING)
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ACT_ROLL = (0x05B | ACT_FLAG_MOVING | ACT_FLAG_BUTT_OR_STOMACH_SLIDE)
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ACT_GROUND_POUND_JUMP = (0x084 | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
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ACT_SPIN_JUMP = (0x08B | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
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ACT_SPIN_POUND = (0x08F | ACT_FLAG_AIR | ACT_FLAG_ATTACKING)
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ACT_LEDGE_PARKOUR = (0x09D | ACT_FLAG_AIR)
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ACT_ROLL_AIR = (0x0BA | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
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ACT_WALL_SLIDE = (0x0BF | ACT_FLAG_AIR | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
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ACT_WATER_GROUND_POUND = (0x0C9 | ACT_FLAG_MOVING | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT | ACT_FLAG_ATTACKING)
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ACT_WATER_GROUND_POUND_LAND = (0x0CA | ACT_FLAG_STATIONARY | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
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ACT_WATER_GROUND_POUND_STROKE = (0x0CB | ACT_FLAG_MOVING | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
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ACT_WATER_GROUND_POUND_JUMP = (0x0CC | ACT_FLAG_MOVING | ACT_FLAG_SWIMMING | ACT_FLAG_SWIMMING_OR_FLYING | ACT_FLAG_WATER_OR_TEXT)
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-----------------------------
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-- initialize extra fields --
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-----------------------------
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ANGLE_QUEUE_SIZE = 9
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SPIN_TIMER_SUCCESSFUL_INPUT = 4
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gMarioStateExtras = {}
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for i=0,(MAX_PLAYERS-1) do
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gMarioStateExtras[i] = {}
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local m = gMarioStates[i]
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local e = gMarioStateExtras[i]
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e.angleDeltaQueue = {}
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for j=0,(ANGLE_QUEUE_SIZE-1) do e.angleDeltaQueue[j] = 0 end
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e.rotAngle = 0
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e.boostTimer = 0
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e.stickLastAngle = 0
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e.spinDirection = 0
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e.spinBufferTimer = 0
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e.spinInput = 0
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e.lastIntendedMag = 0
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e.lastPos = {}
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e.lastPos.x = m.pos.x
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e.lastPos.y = m.pos.y
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e.lastPos.z = m.pos.z
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e.fakeSavedAction = 0
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e.fakeSavedPrevAction = 0
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e.fakeSavedActionTimer = 0
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e.fakeWroteAction = 0
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e.fakeSaved = false
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e.savedWallSlideHeight = 0
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e.savedWallSlide = false
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end
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----------
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-- roll --
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----------
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function update_roll_sliding_angle(m, accel, lossFactor)
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local floor = m.floor
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local slopeAngle = atan2s(floor.normal.z, floor.normal.x)
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local steepness = math.sqrt(floor.normal.x * floor.normal.x + floor.normal.z * floor.normal.z)
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m.slideVelX = m.slideVelX + accel * steepness * sins(slopeAngle)
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m.slideVelZ = m.slideVelZ + accel * steepness * coss(slopeAngle)
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m.slideVelX = m.slideVelX * lossFactor
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m.slideVelZ = m.slideVelZ * lossFactor
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m.slideYaw = atan2s(m.slideVelZ, m.slideVelX)
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local facingDYaw = m.faceAngle.y - m.slideYaw
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local newFacingDYaw = facingDYaw
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if newFacingDYaw > 0 and newFacingDYaw <= 0x4000 then
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newFacingDYaw = newFacingDYaw - 0x200
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if newFacingDYaw < 0 then newFacingDYaw = 0 end
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elseif newFacingDYaw >= -0x4000 and newFacingDYaw < 0 then
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newFacingDYaw = newFacingDYaw + 0x200
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if newFacingDYaw > 0 then newFacingDYaw = 0 end
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elseif newFacingDYaw > 0x4000 and newFacingDYaw < 0x8000 then
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newFacingDYaw = newFacingDYaw + 0x200
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if newFacingDYaw > 0x8000 then newFacingDYaw = 0x8000 end
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elseif newFacingDYaw > -0x8000 and newFacingDYaw < -0x4000 then
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newFacingDYaw = newFacingDYaw - 0x200
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if newFacingDYaw < -0x8000 then newFacingDYaw = -0x8000 end
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end
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m.faceAngle.y = m.slideYaw + newFacingDYaw
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m.vel.x = m.slideVelX
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m.vel.y = 0.0
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m.vel.z = m.slideVelZ
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mario_update_moving_sand(m)
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mario_update_windy_ground(m)
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--! Speed is capped a frame late (butt slide HSG)
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m.forwardVel = math.sqrt(m.slideVelX * m.slideVelX + m.slideVelZ * m.slideVelZ)
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if m.forwardVel > 100.0 then
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m.slideVelX = m.slideVelX * 100.0 / m.forwardVel
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m.slideVelZ = m.slideVelZ * 100.0 / m.forwardVel
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end
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if newFacingDYaw < -0x4000 or newFacingDYaw > 0x4000 then
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m.forwardVel = m.forwardVel * -1.0
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m.faceAngle.y = m.faceAngle.y + 0x4000
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end
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-- HACK: instead of approaching slideYaw, just set faceAngle to it
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-- this is different than the original Extended Movement... just couldn't figure out the bug
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m.faceAngle.y = m.slideYaw
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end
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function update_roll_sliding(m, stopSpeed)
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local stopped = 0
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local intendedDYaw = m.intendedYaw - m.slideYaw
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local forward = coss(intendedDYaw)
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local sideward = sins(intendedDYaw)
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--! 10k glitch
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if forward < 0.0 and m.forwardVel >= 0.0 then
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forward = forward * (0.5 + 0.5 * m.forwardVel / 100.0)
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end
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local accel = 4.0
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local lossFactor = 0.994
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local oldSpeed = math.sqrt(m.slideVelX * m.slideVelX + m.slideVelZ * m.slideVelZ)
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--! This is uses trig derivatives to rotate Mario's speed.
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-- In vanilla, it was slightly off/asymmetric since it uses the new X speed, but the old
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-- Z speed. I've gone and fixed it here.
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local angleChange = (m.intendedMag / 32.0) * 0.6
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local modSlideVelX = m.slideVelZ * angleChange * sideward * 0.05
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local modSlideVelZ = m.slideVelX * angleChange * sideward * 0.05
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m.slideVelX = m.slideVelX + modSlideVelX
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m.slideVelZ = m.slideVelZ - modSlideVelZ
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local newSpeed = math.sqrt(m.slideVelX * m.slideVelX + m.slideVelZ * m.slideVelZ)
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if oldSpeed > 0.0 and newSpeed > 0.0 then
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m.slideVelX = m.slideVelX * oldSpeed / newSpeed
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m.slideVelZ = m.slideVelZ * oldSpeed / newSpeed
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end
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update_roll_sliding_angle(m, accel, lossFactor)
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if m.playerIndex == 0 and mario_floor_is_slope(m) == 0 and m.forwardVel * m.forwardVel < stopSpeed * stopSpeed then
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mario_set_forward_vel(m, 0.0)
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stopped = 1
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end
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return stopped
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end
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function act_roll(m)
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local e = gMarioStateExtras[m.playerIndex]
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local MAX_NORMAL_ROLL_SPEED = 50.0
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local ROLL_BOOST_GAIN = 10.0
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local ROLL_CANCEL_LOCKOUT_TIME = 10
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local BOOST_LOCKOUT_TIME = 20
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-- e.rotAngle is used for Mario's rotation angle during the roll (persists when going into ACT_ROLL_AIR and back)
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-- e.boostTimer is used for the boost lockout timer (persists when going into ACT_ROLL_AIR and back)
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-- m.actionTimer is used to lockout walk canceling out of rollout (reset each action switch)
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if m.actionTimer == 0 then
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if m.prevAction ~= ACT_ROLL_AIR then
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e.rotAngle = 0
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e.boostTimer = 0
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end
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elseif m.actionTimer >= ROLL_CANCEL_LOCKOUT_TIME or m.actionArg == 1 then
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if (m.input & INPUT_Z_DOWN) == 0 then
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return set_mario_action(m, ACT_WALKING, 0)
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end
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end
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if (m.input & INPUT_B_PRESSED) ~= 0 then
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queue_rumble_data_mario(m, 5, 80)
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return set_jumping_action(m, ACT_FORWARD_ROLLOUT, 0)
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end
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if (m.input & INPUT_A_PRESSED) ~= 0 then
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return set_jumping_action(m, ACT_LONG_JUMP, 0)
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end
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if (m.controller.buttonPressed & U_JPAD) ~= 0 and m.actionTimer > 0 then
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m.vel.y = 19.0
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play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, 0)
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if e.boostTimer >= BOOST_LOCKOUT_TIME then
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e.boostTimer = 0
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if m.forwardVel < MAX_NORMAL_ROLL_SPEED then
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mario_set_forward_vel(m, math.min(m.forwardVel + ROLL_BOOST_GAIN, MAX_NORMAL_ROLL_SPEED))
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end
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m.particleFlags = m.particleFlags | PARTICLE_HORIZONTAL_STAR
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-- ! playing this after the call to play_mario_sound seems to matter in making this sound play
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play_sound(SOUND_ACTION_SPIN, m.marioObj.header.gfx.cameraToObject)
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end
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return set_mario_action(m, ACT_ROLL_AIR, m.actionArg)
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end
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set_mario_animation(m, MARIO_ANIM_FORWARD_SPINNING)
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if update_roll_sliding(m, 10.0) ~= 0 then
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return set_mario_action(m, ACT_CROUCH_SLIDE, 0)
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end
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common_slide_action(m, ACT_CROUCH_SLIDE, ACT_ROLL_AIR, MARIO_ANIM_FORWARD_SPINNING)
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e.rotAngle = e.rotAngle + (0x80 * m.forwardVel)
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if e.rotAngle > 0x10000 then
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e.rotAngle = e.rotAngle - 0x10000
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end
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set_anim_to_frame(m, 10 * e.rotAngle / 0x10000)
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e.boostTimer = e.boostTimer + 1
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m.actionTimer = m.actionTimer + 1
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return 0
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end
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function act_roll_air(m)
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local e = gMarioStateExtras[m.playerIndex]
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local MAX_NORMAL_ROLL_SPEED = 50.0
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local ROLL_AIR_CANCEL_LOCKOUT_TIME = 15
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if m.actionTimer == 0 then
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if m.prevAction ~= ACT_ROLL then
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e.rotAngle = 0
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e.boostTimer = 0
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end
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end
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if (m.input & INPUT_Z_DOWN) == 0 and m.actionTimer >= ROLL_AIR_CANCEL_LOCKOUT_TIME then
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return set_mario_action(m, ACT_FREEFALL, 0)
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end
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set_mario_animation(m, MARIO_ANIM_FORWARD_SPINNING)
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local air_step = perform_air_step(m, 0)
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if air_step == AIR_STEP_LANDED then
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if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
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play_sound_and_spawn_particles(m, SOUND_ACTION_TERRAIN_STEP, 0)
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return set_mario_action(m, ACT_ROLL, m.actionArg)
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end
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elseif air_step == AIR_STEP_HIT_WALL then
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queue_rumble_data_mario(m, 5, 40)
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mario_bonk_reflection(m, false)
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m.faceAngle.y = m.faceAngle.y + 0x8000
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if m.vel.y > 0.0 then
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m.vel.y = 0.0
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end
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m.particleFlags = m.particleFlags | PARTICLE_VERTICAL_STAR
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return set_mario_action(m, ACT_BACKWARD_AIR_KB, 0)
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end
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e.rotAngle = e.rotAngle + 0x80 * m.forwardVel
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if e.rotAngle > 0x10000 then
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e.rotAngle = e.rotAngle - 0x10000
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end
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set_anim_to_frame(m, 10 * e.rotAngle / 0x10000)
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e.boostTimer = e.boostTimer + 1
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m.actionTimer = m.actionTimer + 1
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return false
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end
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function update_roll(m)
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if m.action == ACT_DIVE_SLIDE then
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if (m.input & INPUT_ABOVE_SLIDE) == 0 then
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if (m.input & INPUT_Z_DOWN) ~= 0 and m.actionTimer < 2 then
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return set_mario_action(m, ACT_ROLL, 1)
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end
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end
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m.actionTimer = m.actionTimer + 1
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end
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if m.action == ACT_LONG_JUMP_LAND then
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if (m.input & INPUT_Z_DOWN) ~= 0 and m.forwardVel > 15.0 and m.actionTimer < 1 then
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play_mario_landing_sound_once(m, SOUND_ACTION_TERRAIN_LANDING)
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return set_mario_action(m, ACT_ROLL, 1)
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end
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end
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if m.action == ACT_CROUCHING then
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if (m.controller.buttonPressed & U_JPAD) ~= 0 then
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m.vel.y = 19.0
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mario_set_forward_vel(m, 32.0)
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play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, 0)
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play_sound(SOUND_ACTION_SPIN, m.marioObj.header.gfx.cameraToObject)
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return set_mario_action(m, ACT_ROLL_AIR, 0)
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end
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end
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if m.action == ACT_CROUCH_SLIDE then
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if (m.controller.buttonPressed & U_JPAD) ~= 0 then
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m.vel.y = 19.0
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mario_set_forward_vel(m, math.max(32, m.forwardVel))
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play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, 0)
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play_sound(SOUND_ACTION_SPIN, m.marioObj.header.gfx.cameraToObject)
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return set_mario_action(m, ACT_ROLL_AIR, 0)
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end
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end
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if m.action == ACT_GROUND_POUND_LAND then
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if (m.controller.buttonPressed & U_JPAD) ~= 0 then
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mario_set_forward_vel(m, 60)
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play_sound(SOUND_ACTION_SPIN, m.marioObj.header.gfx.cameraToObject)
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return set_mario_action(m, ACT_ROLL, 0)
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end
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end
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end
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----------
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-- spin --
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----------
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function mario_update_spin_input(m)
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local e = gMarioStateExtras[m.playerIndex]
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local rawAngle = atan2s(-m.controller.stickY, m.controller.stickX)
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e.spinInput = 0
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-- prevent issues due to the frame going out of the dead zone registering the last angle as 0
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if e.lastIntendedMag > 0.5 and m.intendedMag > 0.5 then
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local angleOverFrames = 0
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local thisFrameDelta = 0
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local i = 0
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local newDirection = e.spinDirection
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local signedOverflow = 0
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if rawAngle < e.stickLastAngle then
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if (e.stickLastAngle - rawAngle) > 0x8000 then
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signedOverflow = 1
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end
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if signedOverflow ~= 0 then
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newDirection = 1
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else
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newDirection = -1
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end
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elseif rawAngle > e.stickLastAngle then
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if (rawAngle - e.stickLastAngle) > 0x8000 then
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signedOverflow = 1
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end
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if signedOverflow ~= 0 then
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newDirection = -1
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else
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newDirection = 1
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end
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end
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if e.spinDirection ~= newDirection then
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for i=0,(ANGLE_QUEUE_SIZE-1) do
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e.angleDeltaQueue[i] = 0
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end
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e.spinDirection = newDirection
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else
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for i=(ANGLE_QUEUE_SIZE-1),1,-1 do
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e.angleDeltaQueue[i] = e.angleDeltaQueue[i-1]
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angleOverFrames = angleOverFrames + e.angleDeltaQueue[i]
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end
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end
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if e.spinDirection < 0 then
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if signedOverflow ~= 0 then
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thisFrameDelta = math.floor((1.0*e.stickLastAngle + 0x10000) - rawAngle)
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else
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thisFrameDelta = e.stickLastAngle - rawAngle
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end
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elseif e.spinDirection > 0 then
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if signedOverflow ~= 0 then
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thisFrameDelta = math.floor(1.0*rawAngle + 0x10000 - e.stickLastAngle)
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else
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thisFrameDelta = rawAngle - e.stickLastAngle
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end
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end
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e.angleDeltaQueue[0] = thisFrameDelta
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angleOverFrames = angleOverFrames + thisFrameDelta
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if angleOverFrames >= 0xA000 then
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e.spinBufferTimer = SPIN_TIMER_SUCCESSFUL_INPUT
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end
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-- allow a buffer after a successful input so that you can switch directions
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if e.spinBufferTimer > 0 then
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e.spinInput = 1
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e.spinBufferTimer = e.spinBufferTimer - 1
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end
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else
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e.spinDirection = 0
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e.spinBufferTimer = 0
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end
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e.stickLastAngle = rawAngle
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e.lastIntendedMag = m.intendedMag
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end
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function act_spin_jump(m)
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local e = gMarioStateExtras[m.playerIndex]
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if m.actionTimer == 0 then
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-- determine clockwise/counter-clockwise spin
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if e.spinDirection < 0 then
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m.actionState = 1
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end
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elseif m.actionTimer == 1 or m.actionTimer == 4 then
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play_sound(SOUND_ACTION_TWIRL, m.marioObj.header.gfx.cameraToObject)
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end
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local spinDirFactor = 1 -- negative for clockwise, positive for counter-clockwise
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if m.actionState == 1 then
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spinDirFactor = -1
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end
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if (m.input & INPUT_B_PRESSED) ~= 0 then
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return set_mario_action(m, ACT_DIVE, 0)
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end
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if (m.input & INPUT_Z_PRESSED) ~= 0 then
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play_sound(SOUND_ACTION_TWIRL, m.marioObj.header.gfx.cameraToObject)
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m.vel.y = -50.0
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mario_set_forward_vel(m, 0.0)
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-- choose which direction to be facing on land (practically random if no input)
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if (m.input & INPUT_NONZERO_ANALOG) ~= 0 then
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m.faceAngle.y = m.intendedYaw
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else
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|
m.faceAngle.y = e.rotAngle
|
|
end
|
|
|
|
return set_mario_action(m, ACT_SPIN_POUND, m.actionState)
|
|
end
|
|
|
|
play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, CHAR_SOUND_YAHOO)
|
|
|
|
common_air_action_step(m, ACT_DOUBLE_JUMP_LAND, MARIO_ANIM_TWIRL,
|
|
AIR_STEP_CHECK_HANG)
|
|
|
|
if (e.savedWallSlide == false) or (m.pos.y <= e.savedWallSlideHeight) then
|
|
-- set facing direction
|
|
-- not part of original Extended Moveset
|
|
local yawDiff = m.faceAngle.y - m.intendedYaw
|
|
e.rotAngle = e.rotAngle + yawDiff
|
|
m.faceAngle.y = m.intendedYaw
|
|
end
|
|
|
|
e.rotAngle = e.rotAngle + 0x2867
|
|
if (e.rotAngle > 0x10000) then e.rotAngle = e.rotAngle - 0x10000 end
|
|
if (e.rotAngle < -0x10000) then e.rotAngle = e.rotAngle + 0x10000 end
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + (e.rotAngle * spinDirFactor)
|
|
|
|
-- gravity
|
|
m.vel.y = m.vel.y + 2
|
|
if (m.flags & MARIO_WING_CAP) ~= 0 and m.vel.y < 0.0 and (m.input & INPUT_A_DOWN) ~= 0 then
|
|
m.marioBodyState.wingFlutter = 1
|
|
m.vel.y = m.vel.y - 0.7
|
|
if m.vel.y < -37.5 then
|
|
m.vel.y = m.vel.y + 1.4
|
|
if m.vel.y > -37.5 then
|
|
m.vel.y = -37.5
|
|
end
|
|
end
|
|
else
|
|
if m.vel.y > 0 then
|
|
m.vel.y = m.vel.y - 4
|
|
else
|
|
m.vel.y = m.vel.y + 1.4
|
|
end
|
|
|
|
if m.vel.y < -75.0 then
|
|
m.vel.y = -75.5
|
|
end
|
|
end
|
|
|
|
m.actionTimer = m.actionTimer + 1
|
|
|
|
return false
|
|
end
|
|
|
|
function act_spin_pound(m)
|
|
local e = gMarioStateExtras[m.playerIndex]
|
|
if m.actionTimer == 0 then
|
|
m.actionState = m.actionArg
|
|
end
|
|
|
|
local spinDirFactor = 1 -- negative for clockwise, positive for counter-clockwise
|
|
if m.actionState == 1 then spinDirFactor = -1 end
|
|
|
|
set_mario_animation(m, MARIO_ANIM_TWIRL)
|
|
|
|
if (m.input & INPUT_B_PRESSED) ~= 0 then
|
|
mario_set_forward_vel(m, 10.0)
|
|
m.vel.y = 35
|
|
set_mario_action(m, ACT_DIVE, 0)
|
|
end
|
|
|
|
local stepResult = perform_air_step(m, 0)
|
|
if stepResult == AIR_STEP_LANDED then
|
|
if should_get_stuck_in_ground(m) ~= 0 then
|
|
queue_rumble_data_mario(m, 5, 80)
|
|
play_sound(CHAR_SOUND_OOOF2, m.marioObj.header.gfx.cameraToObject)
|
|
m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE
|
|
set_mario_action(m, ACT_BUTT_STUCK_IN_GROUND, 0)
|
|
else
|
|
play_mario_heavy_landing_sound(m, SOUND_ACTION_TERRAIN_HEAVY_LANDING)
|
|
if check_fall_damage(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
|
|
m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE | PARTICLE_HORIZONTAL_STAR
|
|
set_mario_action(m, ACT_SPIN_POUND_LAND, 0)
|
|
end
|
|
end
|
|
set_camera_shake_from_hit(SHAKE_GROUND_POUND)
|
|
elseif stepResult == AIR_STEP_HIT_WALL then
|
|
mario_set_forward_vel(m, -16.0)
|
|
if m.vel.y > 0.0 then
|
|
m.vel.y = 0.0
|
|
end
|
|
|
|
m.particleFlags = m.particleFlags | PARTICLE_VERTICAL_STAR
|
|
set_mario_action(m, ACT_BACKWARD_AIR_KB, 0)
|
|
end
|
|
|
|
-- set facing direction
|
|
-- not part of original Extended Moveset
|
|
local yawDiff = m.faceAngle.y - m.intendedYaw
|
|
e.rotAngle = e.rotAngle + yawDiff
|
|
m.faceAngle.y = m.intendedYaw
|
|
|
|
e.rotAngle = e.rotAngle + 0x3053
|
|
if e.rotAngle > 0x10000 then e.rotAngle = e.rotAngle - 0x10000 end
|
|
if e.rotAngle < -0x10000 then e.rotAngle = e.rotAngle + 0x10000 end
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + e.rotAngle * spinDirFactor
|
|
|
|
m.actionTimer = m.actionTimer + 1
|
|
|
|
return 0
|
|
end
|
|
|
|
function act_spin_pound_land(m)
|
|
m.actionState = 1
|
|
|
|
if m.actionTimer <= 8 then
|
|
if (m.input & INPUT_UNKNOWN_10) ~= 0 then
|
|
return drop_and_set_mario_action(m, ACT_SHOCKWAVE_BOUNCE, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_OFF_FLOOR) ~= 0 then
|
|
return set_mario_action(m, ACT_FREEFALL, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_ABOVE_SLIDE) ~= 0 then
|
|
return set_mario_action(m, ACT_BUTT_SLIDE, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_A_PRESSED) ~= 0 then
|
|
m.vel.y = 65.0
|
|
return set_jumping_action(m, ACT_GROUND_POUND_JUMP, 0)
|
|
end
|
|
|
|
if (m.controller.buttonPressed & U_JPAD) ~= 0 then
|
|
mario_set_forward_vel(m, 60)
|
|
|
|
play_sound(SOUND_ACTION_SPIN, m.marioObj.header.gfx.cameraToObject)
|
|
return set_mario_action(m, ACT_ROLL, 0)
|
|
end
|
|
|
|
stationary_ground_step(m)
|
|
set_mario_animation(m, MARIO_ANIM_LAND_FROM_DOUBLE_JUMP)
|
|
else
|
|
if (m.input & INPUT_UNKNOWN_10) ~= 0 then
|
|
return set_mario_action(m, ACT_SHOCKWAVE_BOUNCE, 0)
|
|
end
|
|
|
|
if (m.input & (INPUT_NONZERO_ANALOG | INPUT_A_PRESSED | INPUT_OFF_FLOOR | INPUT_ABOVE_SLIDE)) ~= 0 then
|
|
return check_common_action_exits(m)
|
|
end
|
|
|
|
stopping_step(m, MARIO_ANIM_LAND_FROM_DOUBLE_JUMP, ACT_IDLE)
|
|
end
|
|
|
|
m.actionTimer = m.actionTimer + 1
|
|
|
|
return 0
|
|
end
|
|
|
|
----------------
|
|
-- wall slide --
|
|
----------------
|
|
|
|
function act_wall_slide(m)
|
|
local e = gMarioStateExtras[m.playerIndex]
|
|
e.savedWallSlideHeight = m.pos.y
|
|
e.savedWallSlide = true
|
|
|
|
if (m.input & INPUT_A_PRESSED) ~= 0 then
|
|
m.vel.y = 52.0
|
|
-- m.faceAngle.y = m.faceAngle.y + 0x8000
|
|
return set_mario_action(m, ACT_WALL_KICK_AIR, 0)
|
|
end
|
|
|
|
-- attempt to stick to the wall a bit. if it's 0, sometimes you'll get kicked off of slightly sloped walls
|
|
mario_set_forward_vel(m, -1.0)
|
|
|
|
m.particleFlags = m.particleFlags | PARTICLE_DUST
|
|
|
|
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m.terrainSoundAddend, m.marioObj.header.gfx.cameraToObject)
|
|
set_mario_animation(m, MARIO_ANIM_START_WALLKICK)
|
|
|
|
if perform_air_step(m, 0) == AIR_STEP_LANDED then
|
|
mario_set_forward_vel(m, 0.0)
|
|
if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
|
|
return set_mario_action(m, ACT_FREEFALL_LAND, 0)
|
|
end
|
|
end
|
|
|
|
m.actionTimer = m.actionTimer + 1
|
|
if m.wall == nil and m.actionTimer > 2 then
|
|
mario_set_forward_vel(m, 0.0)
|
|
return set_mario_action(m, ACT_FREEFALL, 0)
|
|
end
|
|
|
|
-- gravity
|
|
m.vel.y = m.vel.y + 2
|
|
|
|
return 0
|
|
end
|
|
|
|
------------------------
|
|
-- water ground pound --
|
|
------------------------
|
|
|
|
function act_water_ground_pound(m)
|
|
local GROUND_POUND_STROKE_SPEED = 27
|
|
local GROUND_POUND_TIMER = 30
|
|
|
|
local stepResult = 0
|
|
|
|
if m.actionTimer == 0 then
|
|
-- coming into action from normal ground pound
|
|
if m.actionArg == 1 then
|
|
-- copied from water plunge code
|
|
play_sound(SOUND_ACTION_UNKNOWN430, m.marioObj.header.gfx.cameraToObject)
|
|
if m.peakHeight - m.pos.y > 1150.0 then
|
|
play_sound(CHAR_SOUND_HAHA_2, m.marioObj.header.gfx.cameraToObject)
|
|
end
|
|
|
|
m.particleFlags = m.particleFlags | PARTICLE_WATER_SPLASH
|
|
|
|
if (m.prevAction & ACT_FLAG_AIR) ~= 0 then
|
|
queue_rumble_data_mario(m, 5, 80)
|
|
end
|
|
end
|
|
|
|
m.actionState = m.actionArg
|
|
elseif m.actionTimer == 1 then
|
|
play_sound(SOUND_ACTION_SWIM, m.marioObj.header.gfx.cameraToObject)
|
|
end
|
|
|
|
if m.actionState == 0 then
|
|
if m.actionTimer == 0 then
|
|
m.vel.y = 0.0
|
|
mario_set_forward_vel(m, 0.0)
|
|
end
|
|
|
|
m.faceAngle.x = 0
|
|
m.faceAngle.z = 0
|
|
|
|
set_mario_animation(m, MARIO_ANIM_START_GROUND_POUND)
|
|
if m.actionTimer == 0 then
|
|
play_sound(SOUND_ACTION_SPIN, m.marioObj.header.gfx.cameraToObject)
|
|
end
|
|
|
|
m.actionTimer = m.actionTimer + 1
|
|
if (m.actionTimer >= m.marioObj.header.gfx.animInfo.curAnim.loopEnd + 4) then
|
|
-- play_sound(CHAR_SOUND_GROUND_POUND_WAH, m.marioObj.header.gfx.cameraToObject)
|
|
play_sound(SOUND_ACTION_SWIM_FAST, m.marioObj.header.gfx.cameraToObject)
|
|
m.vel.y = -45.0
|
|
m.actionState = 1
|
|
end
|
|
|
|
if (m.input & INPUT_A_PRESSED) ~= 0 then
|
|
mario_set_forward_vel(m, GROUND_POUND_STROKE_SPEED)
|
|
m.vel.y = 0
|
|
return set_mario_action(m, ACT_WATER_GROUND_POUND_STROKE, 0)
|
|
end
|
|
|
|
-- make current apply
|
|
stepResult = perform_water_step(m)
|
|
else
|
|
|
|
set_mario_animation(m, MARIO_ANIM_GROUND_POUND)
|
|
|
|
m.particleFlags = m.particleFlags | PARTICLE_PLUNGE_BUBBLE
|
|
|
|
local nextPos = {}
|
|
nextPos.x = m.pos.x + m.vel.x
|
|
nextPos.y = m.pos.y + m.vel.y
|
|
nextPos.z = m.pos.z + m.vel.z
|
|
|
|
-- call this one to make current NOT apply
|
|
stepResult = perform_water_full_step(m, nextPos)
|
|
|
|
vec3f_copy(m.marioObj.header.gfx.pos, m.pos)
|
|
vec3s_set(m.marioObj.header.gfx.angle, -m.faceAngle.x, m.faceAngle.y, m.faceAngle.z)
|
|
|
|
if stepResult == WATER_STEP_HIT_FLOOR then
|
|
play_mario_heavy_landing_sound(m, SOUND_ACTION_TERRAIN_HEAVY_LANDING)
|
|
m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE | PARTICLE_HORIZONTAL_STAR
|
|
set_mario_action(m, ACT_WATER_GROUND_POUND_LAND, 0)
|
|
set_camera_shake_from_hit(SHAKE_GROUND_POUND)
|
|
else
|
|
if (m.input & INPUT_A_PRESSED) ~= 0 then
|
|
mario_set_forward_vel(m, GROUND_POUND_STROKE_SPEED)
|
|
m.vel.y = 0
|
|
return set_mario_action(m, ACT_WATER_GROUND_POUND_STROKE, 0)
|
|
end
|
|
|
|
m.vel.y = approach_f32(m.vel.y, 0, 2.0, 2.0)
|
|
|
|
mario_set_forward_vel(m, 0.0)
|
|
|
|
if m.actionTimer >= GROUND_POUND_TIMER or m.vel.y >= 0.0 then
|
|
set_mario_action(m, ACT_WATER_ACTION_END, 0)
|
|
end
|
|
end
|
|
|
|
m.actionTimer = m.actionTimer + 1
|
|
end
|
|
|
|
return 0
|
|
end
|
|
|
|
function act_water_ground_pound_land(m)
|
|
local GROUND_POUND_JUMP_VEL = 40.0
|
|
|
|
m.actionState = 1
|
|
|
|
if (m.input & INPUT_OFF_FLOOR) ~= 0 then
|
|
return set_mario_action(m, ACT_WATER_IDLE, 0)
|
|
end
|
|
|
|
if (m.input & INPUT_A_PRESSED) ~= 0 then
|
|
m.vel.y = GROUND_POUND_JUMP_VEL
|
|
play_sound(SOUND_ACTION_SWIM_FAST, m.marioObj.header.gfx.cameraToObject)
|
|
return set_mario_action(m, ACT_WATER_GROUND_POUND_JUMP, 0)
|
|
end
|
|
|
|
m.vel.y = 0.0
|
|
m.pos.y = m.floorHeight
|
|
mario_set_forward_vel(m, 0.0)
|
|
|
|
vec3f_copy(m.marioObj.header.gfx.pos, m.pos)
|
|
vec3s_set(m.marioObj.header.gfx.angle, 0, m.faceAngle.y, 0)
|
|
|
|
set_mario_animation(m, MARIO_ANIM_GROUND_POUND_LANDING)
|
|
if is_anim_at_end(m) ~= 0 then
|
|
return set_mario_action(m, ACT_SWIMMING_END, 0)
|
|
end
|
|
|
|
perform_water_step(m)
|
|
|
|
return 0
|
|
end
|
|
|
|
function act_water_ground_pound_stroke(m)
|
|
local GROUND_POUND_STROKE_TIMER = 20
|
|
local GROUND_POUND_STROKE_DECAY = 0.3
|
|
local stepResult = 0
|
|
|
|
set_mario_animation(m, MARIO_ANIM_SWIM_PART1)
|
|
|
|
if m.actionTimer == 0 then
|
|
play_sound(SOUND_ACTION_SWIM_FAST, m.marioObj.header.gfx.cameraToObject)
|
|
end
|
|
|
|
stepResult = perform_water_step(m)
|
|
if stepResult == WATER_STEP_HIT_WALL then
|
|
return set_mario_action(m, ACT_BACKWARD_WATER_KB, 0)
|
|
end
|
|
|
|
if m.actionTimer >= GROUND_POUND_STROKE_TIMER then
|
|
if (m.input & INPUT_A_DOWN) ~= 0 then
|
|
return set_mario_action(m, ACT_FLUTTER_KICK, 0)
|
|
else
|
|
return set_mario_action(m, ACT_SWIMMING_END, 0)
|
|
end
|
|
end
|
|
m.actionTimer = m.actionTimer + 1
|
|
|
|
mario_set_forward_vel(m, approach_f32(m.forwardVel, 0.0, GROUND_POUND_STROKE_DECAY, GROUND_POUND_STROKE_DECAY))
|
|
|
|
float_surface_gfx(m)
|
|
set_swimming_at_surface_particles(m, PARTICLE_WAVE_TRAIL)
|
|
|
|
return 0
|
|
end
|
|
|
|
function act_water_ground_pound_jump(m)
|
|
local e = gMarioStateExtras[m.playerIndex]
|
|
local GROUND_POUND_JUMP_TIMER = 20
|
|
local GROUND_POUND_JUMP_DECAY = 1.4
|
|
|
|
-- set_mario_animation(m, MARIO_ANIM_SWIM_PART1)
|
|
set_mario_animation(m, MARIO_ANIM_SINGLE_JUMP)
|
|
m.particleFlags = m.particleFlags | PARTICLE_PLUNGE_BUBBLE
|
|
|
|
if m.actionTimer == 0 then
|
|
e.rotAngle = 0
|
|
end
|
|
|
|
local step = {}
|
|
vec3f_copy(step, m.vel)
|
|
apply_water_current(m, step)
|
|
|
|
local nextPos = {}
|
|
nextPos.x = m.pos.x + step.x
|
|
nextPos.y = m.pos.y + step.y
|
|
nextPos.z = m.pos.z + step.z
|
|
|
|
local stepResult = perform_water_full_step(m, nextPos)
|
|
|
|
vec3f_copy(m.marioObj.header.gfx.pos, m.pos)
|
|
vec3s_set(m.marioObj.header.gfx.angle, -m.faceAngle.x, m.faceAngle.y, m.faceAngle.z)
|
|
|
|
if m.pos.y > m.waterLevel - 80 then
|
|
return set_mario_action(m, ACT_WATER_JUMP, 0)
|
|
end
|
|
|
|
if m.actionTimer >= GROUND_POUND_JUMP_TIMER then
|
|
mario_set_forward_vel(m, m.vel.y) -- normal swim routines will use forwardVel to calculate y speed
|
|
m.faceAngle.x = 0x3EFF
|
|
if (m.input & INPUT_A_DOWN) ~= 0 then
|
|
return set_mario_action(m, ACT_FLUTTER_KICK, 0)
|
|
else
|
|
return set_mario_action(m, ACT_SWIMMING_END, 0)
|
|
end
|
|
end
|
|
m.actionTimer = m.actionTimer + 1
|
|
|
|
mario_set_forward_vel(m, 0.0)
|
|
|
|
m.vel.y = approach_f32(m.vel.y, 0.0, GROUND_POUND_JUMP_DECAY, GROUND_POUND_JUMP_DECAY)
|
|
-- m.faceAngle.x = 0x3EFF
|
|
|
|
float_surface_gfx(m)
|
|
set_swimming_at_surface_particles(m, PARTICLE_WAVE_TRAIL)
|
|
|
|
e.rotAngle = e.rotAngle + (0x10000*1.0 - e.rotAngle) / 5.0
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y - e.rotAngle
|
|
|
|
return 0
|
|
end
|
|
|
|
-------------------
|
|
-- ledge parkour --
|
|
-------------------
|
|
|
|
function act_ledge_parkour(m)
|
|
set_mario_animation(m, MARIO_ANIM_SLIDEFLIP)
|
|
|
|
local animFrame = m.marioObj.header.gfx.animInfo.animFrame
|
|
|
|
if m.actionTimer == 0 then
|
|
play_sound(CHAR_SOUND_HAHA_2, m.marioObj.header.gfx.cameraToObject)
|
|
elseif m.actionTimer == 1 then
|
|
play_sound(SOUND_ACTION_SIDE_FLIP_UNK, m.marioObj.header.gfx.cameraToObject)
|
|
end
|
|
|
|
update_air_without_turn(m)
|
|
|
|
local step = perform_air_step(m, AIR_STEP_CHECK_LEDGE_GRAB)
|
|
if step == AIR_STEP_NONE then
|
|
-- play the side flip animation at double speed for a portion of it
|
|
if animFrame < 15 then
|
|
animFrame = animFrame + 2
|
|
elseif animFrame > 23 then
|
|
animFrame = 23
|
|
else
|
|
animFrame = animFrame + 1
|
|
end
|
|
|
|
set_anim_to_frame(m, animFrame)
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + 0x8000
|
|
|
|
elseif step == AIR_STEP_LANDED then
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + 0x8000
|
|
set_mario_action(m, ACT_FREEFALL_LAND_STOP, 0)
|
|
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING)
|
|
|
|
elseif step == AIR_STEP_HIT_WALL then
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + 0x8000
|
|
mario_set_forward_vel(m, 0.0)
|
|
|
|
elseif step == AIR_STEP_HIT_LAVA_WALL then
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + 0x8000
|
|
lava_boost_on_wall(m)
|
|
end
|
|
|
|
m.actionTimer = m.actionTimer + 1
|
|
|
|
return 0
|
|
end
|
|
|
|
function act_ground_pound_jump(m)
|
|
local e = gMarioStateExtras[m.playerIndex]
|
|
if check_kick_or_dive_in_air(m) ~= 0 then
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + e.rotAngle
|
|
return 1
|
|
end
|
|
|
|
if (m.input & INPUT_Z_PRESSED) ~= 0 then
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + e.rotAngle
|
|
return set_mario_action(m, ACT_GROUND_POUND, 0)
|
|
end
|
|
|
|
if e.spinInput ~= 0 then
|
|
return set_mario_action(m, ACT_SPIN_JUMP, 1)
|
|
end
|
|
|
|
if m.actionTimer == 0 then
|
|
e.rotAngle = 0
|
|
elseif m.actionTimer == 1 then
|
|
play_sound(SOUND_ACTION_SPIN, m.marioObj.header.gfx.cameraToObject)
|
|
end
|
|
|
|
play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, CHAR_SOUND_YAHOO)
|
|
|
|
common_air_action_step(m, ACT_JUMP_LAND, MARIO_ANIM_SINGLE_JUMP,
|
|
AIR_STEP_CHECK_LEDGE_GRAB | AIR_STEP_CHECK_HANG)
|
|
|
|
e.rotAngle = e.rotAngle + (0x10000*1.0 - e.rotAngle) / 5.0
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y - e.rotAngle
|
|
|
|
m.actionTimer = m.actionTimer + 1
|
|
|
|
return 0
|
|
end
|
|
|
|
---------------------------------------------------------
|
|
|
|
function mario_on_set_action(m)
|
|
local e = gMarioStateExtras[m.playerIndex]
|
|
|
|
if (m.action & ACT_FLAG_MOVING) ~= 0 then
|
|
e.savedWallSlide = false
|
|
end
|
|
|
|
if e.spinInput ~= 0 then
|
|
if m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP or m.action == ACT_TRIPLE_JUMP or m.action == ACT_SPECIAL_TRIPLE_JUMP or m.action == ACT_SIDE_FLIP or m.action == ACT_BACKFLIP or m.action == ACT_WALL_KICK_AIR then
|
|
set_mario_action(m, ACT_SPIN_JUMP, 1)
|
|
m.vel.y = 65.0
|
|
m.faceAngle.y = m.intendedYaw
|
|
end
|
|
end
|
|
|
|
if m.action == ACT_GROUND_POUND_JUMP then
|
|
m.vel.y = 65.0
|
|
elseif m.action == ACT_SOFT_BONK then
|
|
m.faceAngle.y = m.faceAngle.y + 0x8000
|
|
m.pos.x = e.lastPos.x
|
|
m.pos.y = e.lastPos.y
|
|
m.pos.z = e.lastPos.z
|
|
set_mario_action(m, ACT_WALL_SLIDE, 0)
|
|
m.vel.x = 0
|
|
m.vel.y = 0
|
|
m.vel.z = 0
|
|
elseif m.action == ACT_WATER_PLUNGE and m.prevAction == ACT_GROUND_POUND then
|
|
return set_mario_action(m, ACT_WATER_GROUND_POUND, 1)
|
|
elseif m.action == ACT_GROUND_POUND and m.prevAction == ACT_SIDE_FLIP then
|
|
-- correct animation
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y - 0x8000
|
|
elseif m.action == ACT_LEDGE_GRAB then
|
|
e.rotAngle = m.forwardVel
|
|
end
|
|
end
|
|
|
|
function before_mario_update(m)
|
|
local e = gMarioStateExtras[m.playerIndex]
|
|
-- revert fake saved action
|
|
if e.fakeSaved == true then
|
|
if m.action == e.fakeWroteAction and m.prevAction == e.fakeSavedPrevAction and m.actionTimer == e.fakeSavedActionTimer then
|
|
m.action = e.fakeSavedAction
|
|
end
|
|
e.fakeSaved = false
|
|
end
|
|
end
|
|
|
|
function after_mario_update(m)
|
|
local e = gMarioStateExtras[m.playerIndex]
|
|
-- pretend *_POUND_LAND is ACT_GROUND_POUND_LAND so switches work correctly
|
|
if m.action == ACT_SPIN_POUND_LAND or m.action == ACT_WATER_GROUND_POUND_LAND then
|
|
e.fakeSavedAction = m.action
|
|
e.fakeSavedPrevAction = m.prevAction
|
|
e.fakeSavedActionTimer = m.actionTimer
|
|
|
|
m.action = ACT_GROUND_POUND_LAND
|
|
e.fakeWroteAction = m.action
|
|
e.fakeSaved = true
|
|
end
|
|
end
|
|
|
|
function mario_update(m)
|
|
local e = gMarioStateExtras[m.playerIndex]
|
|
|
|
mario_update_spin_input(m)
|
|
update_roll(m)
|
|
|
|
-- dive hop
|
|
if (m.input & INPUT_B_PRESSED) ~= 0 and (m.input & INPUT_ABOVE_SLIDE) == 0 then
|
|
if m.action == ACT_FORWARD_ROLLOUT and m.prevAction == ACT_DIVE_SLIDE then
|
|
m.vel.y = 21.0
|
|
return set_mario_action(m, ACT_DIVE, 1)
|
|
|
|
end
|
|
end
|
|
|
|
-- dive out of ACT_GROUND_POUND
|
|
if m.action == ACT_GROUND_POUND and (m.input & INPUT_B_PRESSED) ~= 0 then
|
|
mario_set_forward_vel(m, 10.0)
|
|
m.vel.y = 35.0
|
|
set_mario_action(m, ACT_DIVE, 0)
|
|
end
|
|
|
|
-- spin
|
|
if (m.action == ACT_JUMP or m.action == ACT_WALL_KICK_AIR) and e.spinInput ~= 0 then
|
|
set_mario_action(m, ACT_SPIN_JUMP, 1)
|
|
e.spinInput = 0
|
|
end
|
|
|
|
-- twirl pound
|
|
if m.action == ACT_TWIRLING and (m.input & INPUT_Z_PRESSED) ~= 0 then
|
|
set_mario_action(m, ACT_SPIN_POUND, 0)
|
|
end
|
|
|
|
-- ground pound jump
|
|
if m.action == ACT_GROUND_POUND_LAND and (m.input & INPUT_A_PRESSED) ~= 0 then
|
|
set_mario_action(m, ACT_GROUND_POUND_JUMP, 0)
|
|
end
|
|
|
|
-- water ground pound
|
|
if (m.input & INPUT_Z_PRESSED) ~= 0 then
|
|
if m.action == ACT_WATER_IDLE or m.action == ACT_WATER_ACTION_END or m.action == ACT_BREASTSTROKE or m.action == ACT_SWIMMING_END or m.action == ACT_FLUTTER_KICK then
|
|
set_mario_action(m, ACT_WATER_GROUND_POUND, 0)
|
|
end
|
|
end
|
|
|
|
-- maintain spinning from water ground pound jump anim
|
|
if m.action == ACT_WATER_JUMP and m.prevAction == ACT_WATER_GROUND_POUND_JUMP then
|
|
e.rotAngle = e.rotAngle + (0x10000*1.0 - e.rotAngle) / 5.0
|
|
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y - e.rotAngle
|
|
end
|
|
|
|
-- edge parkour
|
|
if m.action == ACT_LEDGE_GRAB and m.actionTimer < 4 and (m.input & INPUT_B_PRESSED) ~= 0 then
|
|
local hasSpaceForMario = (m.ceilHeight - m.floorHeight >= 160.0)
|
|
if hasSpaceForMario and (e.rotAngle >= 31.0 or m.forwardVel >= 31.0) then
|
|
mario_set_forward_vel(m, e.rotAngle + 5.0)
|
|
m.vel.y = 25.0
|
|
queue_rumble_data_mario(m, 5, 80)
|
|
set_mario_action(m, ACT_LEDGE_PARKOUR, 0)
|
|
end
|
|
end
|
|
|
|
-- save last pos
|
|
e.lastPos.x = m.pos.x
|
|
e.lastPos.y = m.pos.y
|
|
e.lastPos.z = m.pos.z
|
|
|
|
after_mario_update(m)
|
|
end
|
|
|
|
-----------
|
|
-- hooks --
|
|
-----------
|
|
|
|
hook_event(HOOK_BEFORE_MARIO_UPDATE, before_mario_update)
|
|
hook_event(HOOK_MARIO_UPDATE, mario_update)
|
|
hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action)
|
|
|
|
hook_mario_action(ACT_ROLL, act_roll)
|
|
hook_mario_action(ACT_ROLL_AIR, act_roll_air)
|
|
hook_mario_action(ACT_SPIN_JUMP, act_spin_jump)
|
|
hook_mario_action(ACT_SPIN_POUND, act_spin_pound)
|
|
hook_mario_action(ACT_SPIN_POUND_LAND, act_spin_pound_land)
|
|
hook_mario_action(ACT_GROUND_POUND_JUMP, act_ground_pound_jump)
|
|
hook_mario_action(ACT_WALL_SLIDE, act_wall_slide)
|
|
hook_mario_action(ACT_WATER_GROUND_POUND, act_water_ground_pound)
|
|
hook_mario_action(ACT_WATER_GROUND_POUND_LAND, act_water_ground_pound_land)
|
|
hook_mario_action(ACT_WATER_GROUND_POUND_STROKE, act_water_ground_pound_stroke)
|
|
hook_mario_action(ACT_WATER_GROUND_POUND_JUMP, act_water_ground_pound_jump)
|
|
hook_mario_action(ACT_LEDGE_PARKOUR, act_ledge_parkour)
|