mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-29 23:43:01 +00:00
4f92242206
aside from ladder teleportation finally being dealt with (and hopefully being gone for good), There are two new options when dismounting ladders: Rollout - Press A while holding the control stick left or right to rollout in that direction Wall Kick - Simply press A to wall kick off the ladder Freefall has been relocated to Z, and B doesn't do anything (yet..).
114 lines
3.6 KiB
Lua
114 lines
3.6 KiB
Lua
ACT_LADDER = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR)
|
|
|
|
-- behavior params:
|
|
|
|
-- ladder height
|
|
-- ex: 1388
|
|
-- object yaw = ladder yaw
|
|
|
|
local sLadderClimb = 0
|
|
local ladders = {}
|
|
|
|
gPlayerSyncTable[0].ladder = {}
|
|
gPlayerSyncTable[0].ladder.x = nil
|
|
gPlayerSyncTable[0].ladder.y = nil
|
|
gPlayerSyncTable[0].ladder.z = nil
|
|
gPlayerSyncTable[0].ladder.height = nil
|
|
gPlayerSyncTable[0].ladder.angle = nil
|
|
|
|
---@param obj Object
|
|
function bhv_arena_ladder_init(obj)
|
|
obj.hitboxRadius = 40
|
|
obj.hitboxHeight = obj.oBehParams
|
|
table.insert(ladders, obj)
|
|
end
|
|
|
|
id_bhvArenaLadder = hook_behavior(nil, OBJ_LIST_LEVEL, true, bhv_arena_ladder_init, nil)
|
|
|
|
---@param m MarioState
|
|
function mario_check_for_ladder(m)
|
|
if m.action == ACT_FORWARD_ROLLOUT and m.prevAction == ACT_LADDER then
|
|
m.forwardVel = 10
|
|
end
|
|
if not (m.action & ACT_FLAG_ATTACKING ~= 0) or #ladders == 0 or m.action == ACT_LADDER then return end
|
|
for i, ladder in pairs(ladders) do
|
|
if lateral_dist_between_objects(m.marioObj, ladder) < ladder.hitboxRadius + m.marioObj.hitboxRadius and m.pos.y < ladder.oPosY + ladder.hitboxHeight and m.pos.y + m.marioObj.hitboxHeight > ladder.oPosY then
|
|
gPlayerSyncTable[m.playerIndex].ladder.x = ladder.oPosX
|
|
gPlayerSyncTable[m.playerIndex].ladder.y = ladder.oPosY
|
|
gPlayerSyncTable[m.playerIndex].ladder.z = ladder.oPosZ
|
|
gPlayerSyncTable[m.playerIndex].ladder.height = ladder.hitboxHeight
|
|
gPlayerSyncTable[m.playerIndex].ladder.angle = ladder.oFaceAngleYaw
|
|
set_mario_action(m, ACT_LADDER, 0)
|
|
end
|
|
end
|
|
end
|
|
|
|
---@param m MarioState
|
|
function act_ladder(m)
|
|
local ladder = gPlayerSyncTable[m.playerIndex].ladder
|
|
local x = m.controller.rawStickX
|
|
local y = m.controller.rawStickY
|
|
|
|
m.vel.x = 0
|
|
m.vel.y = 0
|
|
m.vel.z = 0
|
|
m.forwardVel = 0
|
|
|
|
perform_air_step(m, 0)
|
|
|
|
m.pos.x = ladder.x
|
|
m.pos.z = ladder.z
|
|
|
|
set_mario_animation(m, MARIO_ANIM_BEING_GRABBED)
|
|
local loop = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
|
|
set_anim_to_frame(m, m.pos.y/10 - math.floor(m.pos.y / 10 / loop) * loop)
|
|
|
|
m.marioObj.header.gfx.angle.x = 8192
|
|
m.faceAngle.y = ladder.angle
|
|
|
|
m.pos.y = m.pos.y + y*.2
|
|
if m.pos.y > ladder.y + ladder.height then
|
|
m.pos.y = ladder.y + ladder.height
|
|
end
|
|
if m.pos.y < ladder.y then
|
|
m.pos.y = ladder.y
|
|
end
|
|
if m.input & INPUT_A_PRESSED ~= 0 then
|
|
if math.abs(m.controller.rawStickX) > 64 then
|
|
set_mario_action(m,ACT_FORWARD_ROLLOUT,0)
|
|
m.faceAngle.y = m.faceAngle.y - 16384*math.abs(x)/x
|
|
m.forwardVel = 10
|
|
m.vel.y = 10
|
|
return
|
|
end
|
|
if m.controller.rawStickY > 64 then
|
|
set_mario_action(m,ACT_FORWARD_ROLLOUT,0)
|
|
m.forwardVel = 10
|
|
m.vel.y = 10
|
|
return
|
|
end
|
|
set_mario_action(m,ACT_WALL_KICK_AIR,0)
|
|
m.faceAngle.y = m.faceAngle.y + 32768
|
|
m.forwardVel = 30
|
|
m.vel.y = 50
|
|
return
|
|
end
|
|
if m.input & INPUT_Z_PRESSED ~= 0 then
|
|
set_mario_action(m,ACT_FREEFALL,0)
|
|
m.vel.y = y * 0.2
|
|
return
|
|
end
|
|
if m.playerIndex ~= 0 then return end
|
|
if ladder.y < m.pos.y and m.pos.y < ladder.y + ladder.height then
|
|
sLadderClimb = sLadderClimb + math.abs(y * 0.2)
|
|
end
|
|
if sLadderClimb > 128 and m.playerIndex == 0 then
|
|
sLadderClimb = 0
|
|
play_sound(SOUND_GENERAL_METAL_POUND, m.marioObj.header.gfx.cameraToObject)
|
|
end
|
|
end
|
|
function clearladders()
|
|
ladders = {}
|
|
end
|
|
hook_event(HOOK_ON_LEVEL_INIT,clearladders)
|
|
hook_mario_action(ACT_LADDER, { every_frame = act_ladder })
|