Synchronized swoop

This commit is contained in:
MysterD 2020-10-01 00:04:08 -07:00
parent 9cc77a5735
commit 16a4662ece
1 changed files with 22 additions and 4 deletions

View File

@ -24,10 +24,14 @@ static struct ObjectHitbox sSwoopHitbox = {
* toward him and enter the move action.
*/
static void swoop_act_idle(void) {
struct Object* player = nearest_player_to_object(o);
int distanceToPlayer = dist_between_objects(o, player);
int angleToPlayer = obj_angle_to_object(o, player);
cur_obj_init_animation_with_sound(1);
if (approach_f32_ptr(&o->header.gfx.scale[0], 1.0f, 0.05f) && o->oDistanceToMario < 1500.0f) {
if (cur_obj_rotate_yaw_toward(o->oAngleToMario, 800)) {
if (approach_f32_ptr(&o->header.gfx.scale[0], 1.0f, 0.05f) && distanceToPlayer < 1500.0f) {
if (cur_obj_rotate_yaw_toward(angleToPlayer, 800)) {
cur_obj_play_sound_2(SOUND_OBJ2_SWOOP);
o->oAction = SWOOP_ACT_MOVE;
o->oVelY = -12.0f;
@ -42,6 +46,10 @@ static void swoop_act_idle(void) {
* him. Return to home once mario is far away.
*/
static void swoop_act_move(void) {
struct Object* player = nearest_player_to_object(o);
int distanceToPlayer = dist_between_objects(o, player);
int angleToPlayer = obj_angle_to_object(o, player);
cur_obj_init_animation_with_accel_and_sound(0, 2.0f);
if (cur_obj_check_if_near_animation_end()) {
cur_obj_play_sound_2(SOUND_OBJ_UNKNOWN6);
@ -65,8 +73,8 @@ static void swoop_act_move(void) {
} else if (o->oVelY != 0.0f) {
// If we're not done swooping, turn toward mario. When between
// 0 and 200 units above mario, increase speed and stop swooping
o->oSwoopTargetYaw = o->oAngleToMario;
if (o->oPosY < gMarioObject->oPosY + 200.0f) {
o->oSwoopTargetYaw = angleToPlayer;
if (o->oPosY < player->oPosY + 200.0f) {
if (obj_y_vel_approach(0.0f, 0.5f)) {
o->oForwardVel *= 2.0f;
}
@ -98,6 +106,16 @@ static void swoop_act_move(void) {
* Update function for swoop.
*/
void bhv_swoop_update(void) {
if (!network_sync_object_initialized(o)) {
network_init_object(o, 4000.0f);
network_init_object_field(o, &o->oFaceAngleRoll);
network_init_object_field(o, &o->header.gfx.scale[0]);
network_init_object_field(o, &o->oSwoopBonkCountdown);
network_init_object_field(o, &o->oSwoopTargetPitch);
network_init_object_field(o, &o->oSwoopTargetYaw);
network_init_object_field(o, &o->oDeathSound);
}
// No partial update (only appears in roomed levels)
if (!(o->activeFlags & ACTIVE_FLAG_IN_DIFFERENT_ROOM)) {