mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-10-20 04:02:39 +00:00
d2a2a80d56
Synchronized currentRoom per-player Synchronized haunted bookshelf, and the bookshelf manager Synchronized haunted chairs Synchronized mad piano Synchronized BBH's tilting trap, and made the physics multiple-player-aware Synchronized scuttlebugs Synchronized every variety of Boo Synchronized elevators Synchronized flamethrowers Synchronized the various types of enemy books Synchronized the book switches Synchronized jumping box Made coffins multiple-player-aware Fixed everything that used gMarioState as an array instead of gMarioStates Prevented some NPC-dialog softlocks Prevented the remote player from messing up the local's camera settings Possibly fixed the relatively rare chain chomp softlock Possibly fixed the relatively rare chain hoot softlock Fixed the first-person-camera softlock Forced camera code to use the correct mario struct
54 lines
1.7 KiB
C
54 lines
1.7 KiB
C
/**
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* Behavior for bhvHauntedBookshelf.
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* This is the bookshelf that recedes after solving the puzzle of the haunted books.
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* Its sole purpose is to recede when its action is set to 1 by a bhvHauntedBookshelfManager.
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*/
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/**
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* Update function for bhvHauntedBookshelf.
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*/
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void bhv_haunted_bookshelf_loop(void) {
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if (!network_sync_object_initialized(o)) {
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network_init_object(o, SYNC_DISTANCE_ONLY_EVENTS);
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network_init_object_field(o, &o->oAction);
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network_init_object_field(o, &o->oTimer);
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network_init_object_field(o, &o->oPosX);
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network_init_object_field(o, &o->oHauntedBookshelfShouldOpen);
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}
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// oDistanceToMario is unused by this object.
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// This may have been used for revealing the books when Mario comes near,
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// but in the final game this is done by bhvHauntedBookshelfManager.
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o->oDistanceToMario = dist_between_objects(o, gMarioObject);
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o->oFaceAngleYaw = 0;
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switch (o->oAction) {
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case HAUNTED_BOOKSHELF_ACT_IDLE:
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// ???
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if (o->oTimer == 0) {
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}
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// This code never runs, since the action is set to 1 directly
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// by bhvHauntedBookshelfManager. Maybe this was
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// intended to be used to set the action instead?
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if (o->oHauntedBookshelfShouldOpen != FALSE) {
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o->oAction++;
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}
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break;
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case HAUNTED_BOOKSHELF_ACT_RECEDE:
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// Move the bookshelf and play the sound
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o->oPosX += 5.0f;
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cur_obj_play_sound_1(SOUND_ENV_ELEVATOR4_2);
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// Delete the object after 102 frames
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if (o->oTimer > 101) {
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obj_mark_for_deletion(o);
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}
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break;
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default:
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break;
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}
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}
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