319 lines
9.6 KiB
Lua
319 lines
9.6 KiB
Lua
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gItemHeld = {}
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-- setup held items
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for i = 0, (MAX_PLAYERS - 1) do
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gItemHeld[i] = nil
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end
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ATTACH_NONE = 0
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ATTACH_HAND = 1
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ATTACH_HEAD = 2
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------------
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------------
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define_custom_obj_fields({
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oArenaItemHeldType = 'u32',
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oArenaItemHeldOwner = 'u32',
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})
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function bhv_arena_item_held_init(obj)
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obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
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obj.oOpacity = 255
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obj.oArenaItemHeldType = ITEM_FIRE_FLOWER
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obj.hookRender = 1
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obj_scale(obj, 1)
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cur_obj_hide()
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end
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function bhv_arena_item_held_loop(obj)
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local m = gMarioStates[obj.oArenaItemHeldOwner]
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local s = gPlayerSyncTable[obj.oArenaItemHeldOwner]
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local data = gItemHeldData[s.item]
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-- check if this should be inactive
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if s.item == ITEM_NONE or data == nil or not active_player(m) then
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cur_obj_hide()
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return
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end
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-- if the player is off screen, hide the obj
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if m.marioBodyState.updateTorsoTime ~= gMarioStates[0].marioBodyState.updateTorsoTime then
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cur_obj_hide()
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return
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end
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-- update pallet
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local np = gNetworkPlayers[obj.oArenaItemHeldOwner]
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if np ~= nil then
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obj.globalPlayerIndex = np.globalIndex
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end
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-- check if this should be activated
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if obj_is_hidden(obj) ~= 0 or obj.oArenaItemHeldType ~= s.item then
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cur_obj_unhide()
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obj_set_model_extended(obj, data.heldModel)
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obj_scale(obj, data.scale)
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obj.oAnimState = 0
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if data.billboard then
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obj.header.gfx.node.flags = obj.header.gfx.node.flags | GRAPH_RENDER_BILLBOARD
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else
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obj.header.gfx.node.flags = obj.header.gfx.node.flags & ~GRAPH_RENDER_BILLBOARD
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end
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if data.animations ~= nil then
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obj.oAnimations = data.animations
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cur_obj_init_animation(data.animationIndex)
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else
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obj.oAnimations = nil
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end
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end
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-- update things
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obj.oArenaItemHeldType = s.item
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if data.updateAnimState then
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obj.oAnimState = obj.oAnimState + 1
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end
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end
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id_bhvArenaItemHeld = hook_behavior(nil, OBJ_LIST_DEFAULT, true, bhv_arena_item_held_init, bhv_arena_item_held_loop)
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------------
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function on_level_init()
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-- initialize all held items
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for i = 0, (MAX_PLAYERS - 1) do
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gItemHeld[i] = spawn_non_sync_object(id_bhvArenaItemHeld, E_MODEL_NONE, 0, 0, 0,
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function(obj)
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obj.oArenaItemHeldType = ITEM_NONE
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obj.oArenaItemHeldOwner = i
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end)
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end
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end
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function dot_along_angle(obj, m, angle)
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local v1 = {
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x = obj.oPosX - m.pos.x,
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y = obj.oPosY - m.pos.y,
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z = obj.oPosZ - m.pos.z,
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}
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vec3f_normalize(v1)
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local v2 = {
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x = sins(m.faceAngle.y + angle),
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y = 0,
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z = coss(m.faceAngle.y + angle),
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}
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return vec3f_dot(v1, v2)
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end
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function bhv_arena_item_held_hammer_render(obj)
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local m = gMarioStates[obj.oArenaItemHeldOwner]
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local e = gMarioStateExtras[obj.oArenaItemHeldOwner]
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local animFrame = m.marioObj.header.gfx.animInfo.animFrame
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if m.action == ACT_DIVE then
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obj.oFaceAnglePitch = e.rotAngle
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obj.oFaceAngleRoll = 0
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elseif m.action == ACT_DIVE_SLIDE then
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obj.oFaceAnglePitch = 0x4000
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obj.oFaceAngleRoll = 0
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elseif m.action == ACT_STOMACH_SLIDE_STOP then
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local loopEnd = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
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local scalar = 1
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if loopEnd == 38 then
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scalar = (1 - (animFrame / loopEnd) ^ 2)
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end
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obj.oFaceAnglePitch = 0x4000 * scalar
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obj.oFaceAngleRoll = 0
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elseif m.action == ACT_PUNCHING or m.action == ACT_MOVE_PUNCHING then
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local scalar = dot_along_angle(obj, m, 0) * 1.5
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if scalar > 0.723 then scalar = 0.723 end
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obj.oFaceAnglePitch = 0x5000 * scalar + 0x500
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obj.oFaceAngleRoll = 0x1000 * dot_along_angle(obj, m, -0x4000)
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elseif m.action == ACT_GROUND_POUND then
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local loopEnd = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
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if m.actionState == 0 then
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obj.oFaceAnglePitch = 0x16000 * animFrame / loopEnd
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else
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obj.oFaceAnglePitch = 0x4000
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end
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obj.oFaceAngleRoll = 0
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elseif m.action == ACT_GROUND_POUND_LAND then
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local loopEnd = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
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local scalar = 1
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if loopEnd == 6 then
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scalar = (1 - (animFrame / loopEnd) ^ 2)
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end
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obj.oFaceAnglePitch = 0x4000 * scalar
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obj.oFaceAngleRoll = 0
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elseif m.action == ACT_JUMP_KICK then
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local loopEnd = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
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local scalar = (animFrame / loopEnd) * 9
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if scalar > 4 then scalar = 4 end
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obj.oFaceAnglePitch = -0x8000 * scalar
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obj.oFaceAngleRoll = 0
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elseif m.action == ACT_BACKFLIP then
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local loopEnd = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
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local scalar = (animFrame / loopEnd) * 4
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if scalar > 4 then scalar = 4 end
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obj.oFaceAnglePitch = -0x8000 * scalar
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obj.oFaceAngleRoll = 0x1000 * dot_along_angle(obj, m, -0x4000)
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elseif m.action == ACT_TRIPLE_JUMP then
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local loopEnd = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
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local scalar = (animFrame / loopEnd) * 4
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if scalar > 4 then scalar = 4 end
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obj.oFaceAnglePitch = 0x8000 * scalar
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obj.oFaceAngleRoll = 0x1000 * dot_along_angle(obj, m, -0x4000)
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elseif m.action == ACT_SIDE_FLIP then
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local loopEnd = m.marioObj.header.gfx.animInfo.curAnim.loopEnd
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local scalar = (animFrame / loopEnd) * 2
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if scalar > 4 then scalar = 4 end
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obj.oFaceAnglePitch = 0x8000 * scalar
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obj.oFaceAngleRoll = 0x1000 * dot_along_angle(obj, m, -0x4000)
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else
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obj.oFaceAnglePitch = 0x2500 * dot_along_angle(obj, m, 0) + 0x500
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obj.oFaceAngleRoll = 0x1000 * dot_along_angle(obj, m, -0x4000)
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end
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end
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function on_object_render(obj)
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if get_id_from_behavior(obj.behavior) ~= id_bhvArenaItemHeld then
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return
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end
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local m = gMarioStates[obj.oArenaItemHeldOwner]
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local data = gItemHeldData[obj.oArenaItemHeldType]
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if data == nil or not active_player(m) then
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return
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end
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obj.oFaceAngleYaw = m.faceAngle.y + data.yawOffset
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obj.oFaceAnglePitch = data.pitchOffset
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obj.oFaceAngleRoll = 0
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if data.attachment == ATTACH_HAND then
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obj.oPosX = get_hand_foot_pos_x(m, 0)
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obj.oPosY = get_hand_foot_pos_y(m, 0) + data.yOffset
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obj.oPosZ = get_hand_foot_pos_z(m, 0)
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elseif data.attachment == ATTACH_HEAD then
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obj.oPosX = m.marioBodyState.headPos.x
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obj.oPosY = m.marioBodyState.headPos.y + data.yOffset
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obj.oPosZ = m.marioBodyState.headPos.z
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end
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if data.renderAdjust ~= nil then
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data.renderAdjust(obj)
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end
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-- if the player is off screen, move the obj to the player origin
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if m.marioBodyState.updateTorsoTime ~= gMarioStates[0].marioBodyState.updateTorsoTime then
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obj.oPosX = m.pos.x
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obj.oPosY = m.pos.y
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obj.oPosZ = m.pos.z
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end
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if data.forwardOffset > 0 then
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obj.oPosX = obj.oPosX + sins(m.faceAngle.y) * data.forwardOffset
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obj.oPosZ = obj.oPosZ + coss(m.faceAngle.y) * data.forwardOffset
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end
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obj.header.gfx.pos.x = obj.oPosX
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obj.header.gfx.pos.y = obj.oPosY
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obj.header.gfx.pos.z = obj.oPosZ
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end
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hook_event(HOOK_ON_OBJECT_RENDER, on_object_render)
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hook_event(HOOK_ON_LEVEL_INIT, on_level_init)
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----
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gItemHeldData = {
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[ITEM_NONE] = {
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heldModel = E_MODEL_NONE,
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updateAnimState = false,
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billboard = false,
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scale = 1,
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attachment = ATTACH_NONE,
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yawOffset = 0,
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pitchOffset = 0,
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yOffset = 0,
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forwardOffset = 0,
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renderAdjust = nil,
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},
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[ITEM_METAL_CAP] = {
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heldModel = E_MODEL_NONE,
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updateAnimState = false,
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billboard = false,
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scale = 1,
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attachment = ATTACH_NONE,
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yawOffset = 0,
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pitchOffset = 0,
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yOffset = 0,
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forwardOffset = 0,
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renderAdjust = nil,
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},
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[ITEM_HAMMER] = {
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heldModel = E_MODEL_HAMMER,
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updateAnimState = false,
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billboard = false,
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scale = 1,
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attachment = ATTACH_HAND,
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yawOffset = 0,
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pitchOffset = 0x1000,
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yOffset = 0,
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forwardOffset = 10,
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renderAdjust = bhv_arena_item_held_hammer_render,
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},
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[ITEM_FIRE_FLOWER] = {
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heldModel = E_MODEL_RED_FLAME,
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updateAnimState = true,
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billboard = true,
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scale = 2,
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attachment = ATTACH_HAND,
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yawOffset = 0,
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pitchOffset = 0,
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forwardOffset = 25,
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yOffset = 10,
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renderAdjust = nil,
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},
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[ITEM_CANNON_BOX] = {
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heldModel = E_MODEL_CANNON_BOX,
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updateAnimState = false,
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billboard = false,
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scale = 0.65,
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attachment = ATTACH_HEAD,
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yawOffset = -0x4000,
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pitchOffset = 0,
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yOffset = 50,
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forwardOffset = 0,
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renderAdjust = nil,
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},
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[ITEM_BOBOMB] = {
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heldModel = E_MODEL_BLACK_BOBOMB,
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updateAnimState = false,
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billboard = false,
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scale = 0.5,
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attachment = ATTACH_HAND,
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yawOffset = 0,
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pitchOffset = 0,
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yOffset = -25,
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forwardOffset = 25,
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animations = gObjectAnimations.bobomb_seg8_anims_0802396C,
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animationIndex = 1,
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renderAdjust = nil,
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},
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[ITEM_COIN] = {
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heldModel = E_MODEL_NONE,
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updateAnimState = false,
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billboard = false,
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scale = 1,
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attachment = ATTACH_NONE,
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yawOffset = 0,
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pitchOffset = 0,
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yOffset = 0,
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forwardOffset = 0,
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renderAdjust = nil,
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},
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}
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