More arena balance tweaks/bug fixes
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@ -147,13 +147,14 @@ function mario_local_hammer_check(m)
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m.vel.y = vel.y
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m.vel.z = vel.z
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m.faceAngle.y = atan2s(vel.z, vel.x) + 0x8000
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m.forwardVel = 0
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sattacker.ammo = sattacker.ammo - 1
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send_arena_hammer_hit(np.globalIndex, npattacker.globalIndex)
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e.lastDamagedByGlobal = npattacker.globalIndex
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if mattacker.action == ACT_JUMP_KICK or mattacker.action == ACT_DIVE then
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m.hurtCounter = 1
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m.hurtCounter = 9
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else
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m.hurtCounter = 14
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end
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@ -13,11 +13,11 @@ function bhv_arena_child_flame_init(obj)
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end
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obj.oGraphYOffset = 30
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obj.hitboxRadius = 25
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obj.hitboxRadius = 35
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obj.hitboxHeight = 10
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obj.hitboxDownOffset = 0
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obj.hurtboxRadius = 25
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obj.hurtboxRadius = 35
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obj.hurtboxHeight = 10
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obj.oWallHitboxRadius = 50
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@ -77,12 +77,12 @@ function bhv_arena_flame_init(obj)
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end
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obj.oGraphYOffset = 30
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obj.hitboxRadius = 50
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obj.hitboxRadius = 75
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obj.hitboxHeight = 25
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obj.hitboxDownOffset = 25
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obj.hurtboxRadius = 50
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obj.hurtboxHeight = 25
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obj.hurtboxRadius = 100
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obj.hurtboxHeight = 50
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obj.oWallHitboxRadius = 100
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obj.oGravity = -400 / 100
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@ -149,7 +149,7 @@ function bhv_arena_flame_loop(obj)
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if target ~= nil then
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-- aim toward target
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local targetYaw = atan2s(target.pos.z - pos.z, target.pos.x - pos.x)
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obj.oMoveAngleYaw = approach_s16_symmetric(obj.oMoveAngleYaw, targetYaw, 0x100)
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obj.oMoveAngleYaw = approach_s16_symmetric(obj.oMoveAngleYaw, targetYaw, 0x110)
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-- jump
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local floorDiff = obj.oFloorHeight - obj.oPosY
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