2023-12-16 19:57:24 +01:00
|
|
|
if SM64COOPDX_VERSION == nil then return end
|
|
|
|
|
2023-12-16 15:07:37 +01:00
|
|
|
----------------
|
|
|
|
-- Teching v2 --
|
|
|
|
----------------
|
|
|
|
|
|
|
|
local TECH_KB = {
|
|
|
|
[ACT_GROUND_BONK] = ACT_BACKWARD_ROLLOUT,
|
|
|
|
[ACT_BACKWARD_GROUND_KB] = ACT_BACKWARD_ROLLOUT,
|
|
|
|
[ACT_HARD_BACKWARD_GROUND_KB] = ACT_BACKWARD_ROLLOUT,
|
|
|
|
[ACT_HARD_FORWARD_GROUND_KB] = ACT_FORWARD_ROLLOUT,
|
|
|
|
[ACT_FORWARD_GROUND_KB] = ACT_FORWARD_ROLLOUT,
|
|
|
|
}
|
|
|
|
|
|
|
|
local tech_tmr = 0
|
|
|
|
|
|
|
|
local function mario_on_set_action(m)
|
|
|
|
if TECH_KB[m.action] then
|
|
|
|
tech_tmr = 0
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local function mario_update(m)
|
|
|
|
if TECH_KB[m.action] then
|
|
|
|
tech_tmr = tech_tmr + 1
|
|
|
|
if tech_tmr <= 9.9 and (m.input & INPUT_Z_PRESSED) ~= 0 then
|
|
|
|
m.vel.y = 21.0
|
|
|
|
m.particleFlags = m.particleFlags | ACTIVE_PARTICLE_SPARKLES
|
|
|
|
tech_tmr = 0
|
|
|
|
return set_mario_action(m, TECH_KB[m.action], 1)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
hook_event(HOOK_MARIO_UPDATE, mario_update)
|
|
|
|
hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action)
|
|
|
|
|
|
|
|
---------------------------------------------
|
|
|
|
-- Jump and Crouch Leniency by SMS Alfredo --
|
|
|
|
---------------------------------------------
|
|
|
|
|
|
|
|
gGlobalSyncTable.jumpLeniency = 5
|
|
|
|
|
|
|
|
--Actions you're allowed leniency out of
|
|
|
|
LNCY_AIR_ACTIONS = {
|
|
|
|
[ACT_BACKFLIP_LAND] = true,
|
|
|
|
[ACT_BACKFLIP_LAND_STOP] = true,
|
|
|
|
[ACT_BEGIN_SLIDING] = true,
|
|
|
|
[ACT_BRAKING] = true,
|
|
|
|
[ACT_BRAKING_STOP] = true,
|
|
|
|
[ACT_BURNING_FALL] = true,
|
|
|
|
[ACT_BURNING_GROUND] = true,
|
|
|
|
[ACT_BUTT_SLIDE] = true,
|
|
|
|
[ACT_BUTT_SLIDE_AIR] = true,
|
|
|
|
[ACT_BUTT_SLIDE_STOP] = true,
|
|
|
|
[ACT_COUGHING] = true,
|
|
|
|
[ACT_CRAWLING] = true,
|
|
|
|
[ACT_CROUCHING] = true,
|
|
|
|
[ACT_CROUCH_SLIDE] = true,
|
|
|
|
[ACT_DECELERATING] = true,
|
|
|
|
[ACT_DIVE_SLIDE] = true,
|
|
|
|
[ACT_DOUBLE_JUMP_LAND] = true,
|
|
|
|
[ACT_DOUBLE_JUMP_LAND_STOP] = true,
|
|
|
|
[ACT_FINISH_TURNING_AROUND] = true,
|
|
|
|
[ACT_FREEFALL] = true,
|
|
|
|
[ACT_FREEFALL_LAND] = true,
|
|
|
|
[ACT_FREEFALL_LAND_STOP] = true,
|
|
|
|
[ACT_HOLD_BUTT_SLIDE] = true,
|
|
|
|
[ACT_HOLD_BUTT_SLIDE_AIR] = true,
|
|
|
|
[ACT_HOLD_BUTT_SLIDE_STOP] = true,
|
|
|
|
[ACT_HOLD_DECELERATING] = true,
|
|
|
|
[ACT_HOLD_FREEFALL] = true,
|
|
|
|
[ACT_HOLD_FREEFALL_LAND] = true,
|
|
|
|
[ACT_HOLD_FREEFALL_LAND_STOP] = true,
|
|
|
|
[ACT_HOLD_HEAVY_IDLE] = true,
|
|
|
|
[ACT_HOLD_HEAVY_WALKING] = true,
|
|
|
|
[ACT_HOLD_JUMP_LAND] = true,
|
|
|
|
[ACT_HOLD_JUMP_LAND_STOP] = true,
|
|
|
|
[ACT_HOLD_METAL_WATER_FALLING] = true,
|
|
|
|
[ACT_HOLD_METAL_WATER_FALL_LAND] = true,
|
|
|
|
[ACT_HOLD_METAL_WATER_JUMP_LAND] = true,
|
|
|
|
[ACT_HOLD_METAL_WATER_STANDING] = true,
|
|
|
|
[ACT_HOLD_METAL_WATER_WALKING] = true,
|
|
|
|
[ACT_HOLD_QUICKSAND_JUMP_LAND] = true,
|
|
|
|
[ACT_HOLD_STOMACH_SLIDE] = true,
|
|
|
|
[ACT_HOLD_WALKING] = true,
|
|
|
|
[ACT_IDLE] = true,
|
|
|
|
[ACT_IN_QUICKSAND] = true,
|
|
|
|
[ACT_JUMP_LAND] = true,
|
|
|
|
[ACT_JUMP_LAND_STOP] = true,
|
|
|
|
[ACT_LAVA_BOOST_LAND] = true,
|
|
|
|
[ACT_LONG_JUMP_LAND] = true,
|
|
|
|
[ACT_LONG_JUMP_LAND_STOP] = true,
|
|
|
|
[ACT_METAL_WATER_FALLING] = true,
|
|
|
|
[ACT_METAL_WATER_FALL_LAND] = true,
|
|
|
|
[ACT_METAL_WATER_JUMP_LAND] = true,
|
|
|
|
[ACT_METAL_WATER_STANDING] = true,
|
|
|
|
[ACT_METAL_WATER_WALKING] = true,
|
|
|
|
[ACT_MOVE_PUNCHING] = true,
|
|
|
|
[ACT_PUNCHING] = true,
|
|
|
|
[ACT_SIDE_FLIP_LAND] = true,
|
|
|
|
[ACT_SIDE_FLIP_LAND_STOP] = true,
|
|
|
|
[ACT_SLIDE_KICK_SLIDE] = true,
|
|
|
|
[ACT_SLIDE_KICK_SLIDE_STOP] = true,
|
|
|
|
[ACT_STANDING_AGAINST_WALL] = true,
|
|
|
|
[ACT_START_CRAWLING] = true,
|
|
|
|
[ACT_START_CROUCHING] = true,
|
|
|
|
[ACT_STOMACH_SLIDE] = true,
|
|
|
|
[ACT_STOMACH_SLIDE_STOP] = true,
|
|
|
|
[ACT_STOP_CRAWLING] = true,
|
|
|
|
[ACT_STOP_CROUCHING] = true,
|
|
|
|
[ACT_TRIPLE_JUMP_LAND] = true,
|
|
|
|
[ACT_TRIPLE_JUMP_LAND_STOP] = true,
|
|
|
|
[ACT_TURNING_AROUND] = true,
|
|
|
|
[ACT_WALKING] = true,
|
|
|
|
}
|
|
|
|
|
|
|
|
--Special jump actions for certain actions
|
|
|
|
LNCY_TRANS = {
|
|
|
|
[ACT_JUMP_LAND] = ACT_DOUBLE_JUMP,
|
|
|
|
[ACT_JUMP_LAND_STOP] = ACT_DOUBLE_JUMP,
|
|
|
|
|
|
|
|
[ACT_DOUBLE_JUMP_LAND] = ACT_TRIPLE_JUMP,
|
|
|
|
[ACT_DOUBLE_JUMP_LAND_STOP] = ACT_TRIPLE_JUMP,
|
|
|
|
|
|
|
|
[ACT_FINISH_TURNING_AROUND] = ACT_SIDE_FLIP,
|
|
|
|
[ACT_TURNING_AROUND] = ACT_SIDE_FLIP,
|
|
|
|
|
|
|
|
[ACT_DIVE] = ACT_FORWARD_ROLLOUT,
|
|
|
|
[ACT_DIVE_SLIDE] = ACT_FORWARD_ROLLOUT,
|
|
|
|
|
|
|
|
[ACT_SLIDE_KICK] = ACT_FORWARD_ROLLOUT,
|
|
|
|
[ACT_SLIDE_KICK_SLIDE] = ACT_FORWARD_ROLLOUT,
|
|
|
|
[ACT_SLIDE_KICK_SLIDE_STOP] = ACT_FORWARD_ROLLOUT,
|
|
|
|
|
|
|
|
[ACT_STOMACH_SLIDE] = ACT_FORWARD_ROLLOUT,
|
|
|
|
[ACT_STOMACH_SLIDE_STOP] = ACT_FORWARD_ROLLOUT,
|
|
|
|
|
|
|
|
[ACT_DIVE_PICKING_UP] = ACT_HOLD_JUMP,
|
|
|
|
[ACT_HOLD_BUTT_SLIDE] = ACT_HOLD_JUMP,
|
|
|
|
[ACT_HOLD_BUTT_SLIDE_AIR] = ACT_HOLD_JUMP,
|
|
|
|
[ACT_HOLD_BUTT_SLIDE_STOP] = ACT_HOLD_JUMP,
|
|
|
|
[ACT_HOLD_DECELERATING] = ACT_HOLD_JUMP,
|
|
|
|
[ACT_HOLD_FREEFALL] = ACT_HOLD_JUMP,
|
|
|
|
[ACT_HOLD_FREEFALL_LAND] = ACT_HOLD_JUMP,
|
|
|
|
[ACT_HOLD_FREEFALL_LAND_STOP] = ACT_HOLD_JUMP,
|
|
|
|
[ACT_HOLD_HEAVY_IDLE] = ACT_HOLD_JUMP,
|
|
|
|
[ACT_HOLD_HEAVY_WALKING] = ACT_HOLD_JUMP,
|
|
|
|
[ACT_HOLD_JUMP_LAND] = ACT_HOLD_JUMP,
|
|
|
|
[ACT_HOLD_JUMP_LAND_STOP] = ACT_HOLD_JUMP,
|
|
|
|
|
|
|
|
[ACT_HOLD_METAL_WATER_FALLING] = ACT_HOLD_METAL_WATER_JUMP,
|
|
|
|
[ACT_HOLD_METAL_WATER_FALL_LAND] = ACT_HOLD_METAL_WATER_JUMP,
|
|
|
|
[ACT_HOLD_METAL_WATER_JUMP_LAND] = ACT_HOLD_METAL_WATER_JUMP,
|
|
|
|
[ACT_HOLD_METAL_WATER_STANDING] = ACT_HOLD_METAL_WATER_JUMP,
|
|
|
|
[ACT_HOLD_METAL_WATER_WALKING] = ACT_HOLD_METAL_WATER_JUMP,
|
|
|
|
|
|
|
|
[ACT_METAL_WATER_FALLING] = ACT_METAL_WATER_JUMP,
|
|
|
|
[ACT_METAL_WATER_FALL_LAND] = ACT_METAL_WATER_JUMP,
|
|
|
|
[ACT_METAL_WATER_JUMP_LAND] = ACT_METAL_WATER_JUMP,
|
|
|
|
[ACT_METAL_WATER_STANDING] = ACT_METAL_WATER_JUMP,
|
|
|
|
[ACT_METAL_WATER_WALKING] = ACT_METAL_WATER_JUMP,
|
|
|
|
}
|
|
|
|
|
|
|
|
gStateExtras = {}
|
|
|
|
--Custom Variables
|
|
|
|
for i=0,(MAX_PLAYERS-1) do
|
|
|
|
gStateExtras[i] = {}
|
|
|
|
local e = gStateExtras[i]
|
|
|
|
|
|
|
|
e.jumpLeniency = 0 --Jump Leniency timer
|
|
|
|
e.lncyWallkick = 0 --Controls Wall Kicking being as lenient as Jump Leniency
|
|
|
|
end
|
|
|
|
|
|
|
|
--Main function
|
|
|
|
--- @param m MarioState
|
|
|
|
function jump_leniency(m)
|
|
|
|
local e = gStateExtras[m.playerIndex]
|
|
|
|
|
|
|
|
--Air Jump Leniency (pressing A late after having fallen off a ledge)
|
|
|
|
if gGlobalSyncTable.jumpLeniency > 0
|
|
|
|
and (m.action & ACT_FLAG_AIR) ~= 0
|
|
|
|
and LNCY_AIR_ACTIONS[m.prevAction] ~= nil
|
|
|
|
and LNCY_AIR_ACTIONS[m.action] ~= nil then
|
|
|
|
e.jumpLeniency = e.jumpLeniency + 1
|
|
|
|
|
|
|
|
if e.jumpLeniency <= gGlobalSyncTable.jumpLeniency
|
|
|
|
and (m.controller.buttonPressed & A_BUTTON) ~= 0 then
|
|
|
|
m.flags = m.flags | MARIO_ACTION_SOUND_PLAYED
|
|
|
|
|
|
|
|
local trans = LNCY_TRANS[m.prevAction]
|
|
|
|
if trans == ACT_TRIPLE_JUMP then
|
|
|
|
set_triple_jump_action(m, trans, 0)
|
|
|
|
elseif trans ~= nil then
|
|
|
|
set_mario_action(m, trans, 0)
|
|
|
|
elseif (m.input & INPUT_Z_DOWN) ~= 0
|
|
|
|
and (m.forwardVel > 10.0) then
|
|
|
|
set_mario_action(m, ACT_LONG_JUMP, 0)
|
|
|
|
else
|
|
|
|
set_mario_action(m, ACT_JUMP, 0)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
else
|
|
|
|
e.jumpLeniency = 0
|
|
|
|
end
|
|
|
|
|
|
|
|
--Make wall kick timing also match the Jump Leniency
|
|
|
|
if e.lncyWallkick ~= m.wallKickTimer then
|
|
|
|
if e.lncyWallkick == 0 then
|
|
|
|
m.wallKickTimer = math.max(m.wallKickTimer, gGlobalSyncTable.jumpLeniency)
|
|
|
|
end
|
|
|
|
e.lncyWallkick = m.wallKickTimer
|
|
|
|
end
|
|
|
|
end
|
|
|
|
hook_event(HOOK_BEFORE_MARIO_UPDATE, jump_leniency)
|
|
|
|
|
|
|
|
--Crouching
|
|
|
|
|
|
|
|
--Actions you're allowed leniency out of
|
|
|
|
--LNCY_CROUCH allows for crouch leniency
|
|
|
|
LNCY_GROUND = 1
|
|
|
|
LNCY_CROUCH = 2
|
|
|
|
|
|
|
|
LNCY_GROUND_ACTIONS = {
|
|
|
|
[ACT_BACKFLIP_LAND] = LNCY_GROUND,
|
|
|
|
[ACT_BACKFLIP_LAND_STOP] = LNCY_GROUND,
|
|
|
|
[ACT_BRAKING] = LNCY_CROUCH,
|
|
|
|
[ACT_COUGHING] = LNCY_CROUCH,
|
|
|
|
[ACT_CROUCHING] = LNCY_GROUND,
|
|
|
|
[ACT_DECELERATING] = LNCY_CROUCH,
|
|
|
|
[ACT_DOUBLE_JUMP_LAND] = LNCY_GROUND,
|
|
|
|
[ACT_DOUBLE_JUMP_LAND_STOP] = LNCY_GROUND,
|
|
|
|
[ACT_FINISH_TURNING_AROUND] = LNCY_GROUND,
|
|
|
|
[ACT_FREEFALL_LAND] = LNCY_GROUND,
|
|
|
|
[ACT_FREEFALL_LAND_STOP] = LNCY_GROUND,
|
|
|
|
[ACT_HOLD_DECELERATING] = LNCY_CROUCH,
|
|
|
|
[ACT_HOLD_FREEFALL_LAND] = LNCY_GROUND,
|
|
|
|
[ACT_HOLD_FREEFALL_LAND_STOP] = LNCY_GROUND,
|
|
|
|
[ACT_JUMP_LAND] = LNCY_GROUND,
|
|
|
|
[ACT_JUMP_LAND_STOP] = LNCY_GROUND,
|
|
|
|
[ACT_LONG_JUMP_LAND] = LNCY_GROUND,
|
|
|
|
[ACT_LONG_JUMP_LAND_STOP] = LNCY_GROUND,
|
|
|
|
[ACT_PUNCHING] = LNCY_GROUND,
|
|
|
|
[ACT_SIDE_FLIP_LAND] = LNCY_GROUND,
|
|
|
|
[ACT_SIDE_FLIP_LAND_STOP] = LNCY_GROUND,
|
|
|
|
[ACT_STANDING_AGAINST_WALL] = LNCY_CROUCH,
|
|
|
|
[ACT_START_CROUCHING] = LNCY_GROUND,
|
|
|
|
[ACT_STOP_CROUCHING] = LNCY_GROUND,
|
|
|
|
[ACT_TRIPLE_JUMP_LAND] = LNCY_GROUND,
|
|
|
|
[ACT_TRIPLE_JUMP_LAND_STOP] = LNCY_GROUND,
|
|
|
|
[ACT_TURNING_AROUND] = LNCY_CROUCH,
|
|
|
|
[ACT_WALKING] = LNCY_CROUCH,
|
|
|
|
}
|
|
|
|
|
|
|
|
--Main function
|
|
|
|
--- @param m MarioState
|
|
|
|
function crouch_leniency(m)
|
|
|
|
--Ground Jump Leniency (pressing Z and A/B together)
|
|
|
|
if (m.action & ACT_FLAG_AIR) == 0
|
|
|
|
and LNCY_GROUND_ACTIONS[m.action] ~= nil and LNCY_GROUND_ACTIONS[m.action] >= LNCY_GROUND
|
|
|
|
and (m.controller.buttonDown & Z_TRIG) ~= 0 then
|
|
|
|
if (m.controller.buttonPressed & (A_BUTTON|B_BUTTON)) ~= 0 then
|
|
|
|
--Standing actions
|
|
|
|
if (m.action & ACT_FLAG_STATIONARY) ~= 0 then
|
|
|
|
if (m.controller.buttonPressed & A_BUTTON) ~= 0 then
|
|
|
|
set_jumping_action(m, ACT_BACKFLIP, 0)
|
|
|
|
else
|
|
|
|
set_mario_action(m, ACT_PUNCHING, 9)
|
|
|
|
end
|
|
|
|
|
|
|
|
--Moving actions
|
|
|
|
elseif m.forwardVel > 10.0 then
|
|
|
|
if (m.controller.buttonPressed & A_BUTTON) ~= 0 then
|
|
|
|
set_jumping_action(m, ACT_LONG_JUMP, 0)
|
|
|
|
else
|
|
|
|
set_mario_action(m, ACT_SLIDE_KICK, 0)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
--Crouch Leniency (hold Z to crouch instead of needing to press it)
|
|
|
|
elseif LNCY_GROUND_ACTIONS[m.action] >= LNCY_CROUCH then
|
|
|
|
set_mario_action(m, (m.action & ACT_FLAG_STATIONARY) == 0 and ACT_CROUCH_SLIDE or ACT_START_CROUCHING, 0)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
hook_event(HOOK_BEFORE_MARIO_UPDATE, crouch_leniency)
|