104 lines
3.3 KiB
Lua
104 lines
3.3 KiB
Lua
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function bhv_custom_koopa_the_quick_loop(obj)
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if obj.oKoopaMovementType >= KOOPA_BP_KOOPA_THE_QUICK_BASE then
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if gNetworkPlayers[0].currLevelNum == 27 then
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obj.oKoopaTheQuickRaceIndex = 1
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else
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obj.oKoopaTheQuickRaceIndex = 0
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end
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end
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end
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-- hook the behavior
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bhvKoopa = hook_behavior(id_bhvKoopa, OBJ_LIST_PUSHABLE, false, nil, bhv_custom_koopa_the_quick_loop)
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---------------------------------------------------
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function bhv_custom_castle_cannon_grate_init(obj)
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obj.oFlags = (OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
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obj.collisionData = smlua_collision_util_get("castle_grounds_seg7_collision_cannon_grill")
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obj.oCollisionDistance = 4000
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load_object_collision_model()
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if get_star_count() > 64 then -- 65 star check
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obj.activeFlags = ACTIVE_FLAG_DEACTIVATED
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end
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end
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function bhv_custom_castle_cannon_grate_loop(obj)
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load_object_collision_model()
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end
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-- hook the behavior
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bhvSMSRHiddenAt120Stars = hook_behavior(id_bhvHiddenAt120Stars, OBJ_LIST_SURFACE, true, bhv_custom_castle_cannon_grate_init, bhv_custom_castle_cannon_grate_loop)
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---------------------------------------------------
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function bully_custom_act_level_death(obj)
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if obj_lava_death() == 1 then
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spawn_mist_particles()
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local m = get_mario_from_global_index(obj.oBullyLastNetworkPlayerIndex)
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spawn_non_sync_object(id_bhvBowserKey, E_MODEL_BOWSER_KEY, m.pos.x, m.pos.y, m.pos.z, nil)
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end
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end
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function bhv_custom_big_bully_init(obj)
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obj.oFlags = (OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
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obj.oAnimations = gObjectAnimations.bully_seg5_anims_0500470C
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object_drop_to_floor(obj)
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cur_obj_set_home_once()
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obj.oIntangibleTimer = 0
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cur_obj_init_animation(0)
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bhv_big_bully_init()
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end
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function bhv_custom_bully_loop(obj)
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if obj.oAction == BULLY_ACT_LAVA_DEATH then
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obj.oBullyPrevX = obj.oPosX
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obj.oBullyPrevY = obj.oPosY
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obj.oBullyPrevZ = obj.oPosZ
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bully_custom_act_level_death(obj)
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set_object_visibility(obj, 3000)
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else
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bhv_bully_loop()
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end
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end
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-- hook the behavior
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bhvBigBullyBoss = hook_behavior(id_bhvBigBully, OBJ_LIST_GENACTOR, true, bhv_custom_big_bully_init, bhv_custom_bully_loop)
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---------------------------------------------------
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function bhv_custom_bowser_loop(obj)
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local np = gNetworkPlayers[0]
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if np.currAreaSyncValid and np.currLevelSyncValid and np.currLevelNum ~= LEVEL_BOWSER_3 then
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-- force bowser into do nothing action when not displaying cutscene
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if obj.oAction ~= 5 and obj.oAction ~= 6 and obj.oAction ~= 20 then
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obj.oAction = 4
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obj.oSubAction = 11
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end
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end
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end
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-- hook the behavior
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id_bhvBowserCustom = hook_behavior(id_bhvBowser, OBJ_LIST_GENACTOR, false, nil, bhv_custom_bowser_loop)
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---------------------------------------------------
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function bhv_custom_grand_star_init(obj)
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obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
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obj.oInteractType = INTERACT_WARP
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obj.oIntangibleTimer = 0
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cur_obj_set_home_once()
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end
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function bhv_custom_grand_star_loop(obj)
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bhv_warp_loop()
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bhv_grand_star_loop()
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end
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-- hook the behavior
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id_bhvGrandStar = hook_behavior(id_bhvGrandStar, OBJ_LIST_LEVEL, true, bhv_custom_grand_star_init, bhv_custom_grand_star_loop)
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