Synchronized Bubba

This commit is contained in:
MysterD 2020-10-08 21:53:48 -07:00
parent 028990302d
commit 3bb96fa609
2 changed files with 46 additions and 18 deletions

View File

@ -13,6 +13,10 @@ static struct ObjectHitbox sBubbaHitbox = {
};
void bubba_act_0(void) {
struct Object* player = nearest_player_to_object(o);
int distanceToPlayer = dist_between_objects(o, player);
int angleToPlayer = obj_angle_to_object(o, player);
f32 sp24;
sp24 = cur_obj_lateral_dist_to_home();
@ -28,14 +32,14 @@ void bubba_act_0(void) {
o->oBubbaUnkFC = 0;
}
} else {
if (o->oDistanceToMario >= 25000.0f) {
o->oBubbaUnk1AE = o->oAngleToMario;
if (distanceToPlayer >= 25000.0f) {
o->oBubbaUnk1AE = angleToPlayer;
o->oBubbaUnkF8 = random_linear_offset(20, 30);
}
if ((o->oBubbaUnkFC = o->oMoveFlags & OBJ_MOVE_HIT_WALL) != 0) {
o->oBubbaUnk1AE = cur_obj_reflect_move_angle_off_wall();
} else if (o->oTimer > 30 && o->oDistanceToMario < 2000.0f) {
} else if (o->oTimer > 30 && distanceToPlayer < 2000.0f) {
o->oAction = 1;
} else if (o->oBubbaUnkF8 != 0) {
o->oBubbaUnkF8 -= 1;
@ -47,11 +51,16 @@ void bubba_act_0(void) {
}
void bubba_act_1(void) {
struct MarioState* marioState = nearest_mario_state_to_object(o);
struct Object* player = marioState->marioObj;
int distanceToPlayer = dist_between_objects(o, player);
int angleToPlayer = obj_angle_to_object(o, player);
s16 val06;
s16 val04;
treat_far_home_as_mario(2500.0f);
if (o->oDistanceToMario > 2500.0f) {
if (distanceToPlayer > 2500.0f) {
o->oAction = 0;
} else if (o->oBubbaUnk100 != 0) {
if (--o->oBubbaUnk100 == 0) {
@ -68,28 +77,28 @@ void bubba_act_1(void) {
o->oAnimState = 0;
;
} else {
o->oBubbaUnk1AE = o->oAngleToMario;
o->oBubbaUnk1AE = angleToPlayer;
o->oBubbaUnk1AC = o->oBubbaUnk104;
cur_obj_rotate_yaw_toward(o->oBubbaUnk1AE, 400);
obj_move_pitch_approach(o->oBubbaUnk1AC, 400);
}
} else {
if (abs_angle_diff(gMarioObject->oFaceAngleYaw, o->oAngleToMario) < 0x3000) {
val04 = 0x4000 - atan2s(800.0f, o->oDistanceToMario - 800.0f);
if ((s16)(o->oMoveAngleYaw - o->oAngleToMario) < 0) {
if (abs_angle_diff(player->oFaceAngleYaw, angleToPlayer) < 0x3000) {
val04 = 0x4000 - atan2s(800.0f, distanceToPlayer - 800.0f);
if ((s16)(o->oMoveAngleYaw - angleToPlayer) < 0) {
val04 = -val04;
}
o->oBubbaUnk1AE = o->oAngleToMario + val04;
o->oBubbaUnk1AE = angleToPlayer + val04;
;
} else {
o->oBubbaUnk1AE = o->oAngleToMario;
o->oBubbaUnk1AE = angleToPlayer;
}
o->oBubbaUnk1AC = o->oBubbaUnk104;
if (obj_is_near_to_and_facing_mario(&gMarioStates[0], 500.0f, 3000)
if (obj_is_near_to_and_facing_mario(marioState, 500.0f, 3000)
&& abs_angle_diff(o->oBubbaUnk1AC, o->oMoveAnglePitch) < 3000) {
o->oBubbaUnk100 = 30;
o->oBubbaUnkF4 = 0;
@ -101,16 +110,36 @@ void bubba_act_1(void) {
}
void bhv_bubba_loop(void) {
if (!network_sync_object_initialized(o)) {
network_init_object(o, 4000.0f);
network_init_object_field(o, &o->oBubbaUnkF4);
network_init_object_field(o, &o->oBubbaUnkF8);
network_init_object_field(o, &o->oBubbaUnkFC);
network_init_object_field(o, &o->oBubbaUnk100);
network_init_object_field(o, &o->oBubbaUnk104);
network_init_object_field(o, &o->oBubbaUnk108);
network_init_object_field(o, &o->oBubbaUnk10C);
network_init_object_field(o, &o->oBubbaUnk1AC);
network_init_object_field(o, &o->oBubbaUnk1B0);
network_init_object_field(o, &o->oAnimState);
network_init_object_field(o, &o->oMoveAnglePitch);
}
struct MarioState* marioState = nearest_mario_state_to_object(o);
struct Object* player = marioState->marioObj;
int distanceToPlayer = dist_between_objects(o, player);
int angleToPlayer = obj_angle_to_object(o, player);
UNUSED s32 unused;
struct Object *sp38;
s16 sp36;
o->oInteractionSubtype &= ~INT_SUBTYPE_EATS_MARIO;
o->oBubbaUnk104 = obj_turn_pitch_toward_mario(&gMarioStates[0], 120.0f, 0);
o->oBubbaUnk104 = obj_turn_pitch_toward_mario(marioState, 120.0f, 0);
if (abs_angle_diff(o->oAngleToMario, o->oMoveAngleYaw) < 0x1000
if (abs_angle_diff(angleToPlayer, o->oMoveAngleYaw) < 0x1000
&& abs_angle_diff(o->oBubbaUnk104 + 0x800, o->oMoveAnglePitch) < 0x2000) {
if (o->oAnimState != 0 && o->oDistanceToMario < 250.0f) {
if (o->oAnimState != 0 && distanceToPlayer < 250.0f) {
o->oInteractionSubtype |= INT_SUBTYPE_EATS_MARIO;
}

View File

@ -829,18 +829,17 @@ s32 act_quicksand_death(struct MarioState *m) {
s32 act_eaten_by_bubba(struct MarioState *m) {
play_sound_if_no_flag(m, SOUND_MARIO_DYING, MARIO_ACTION_SOUND_PLAYED);
set_mario_animation(m, MARIO_ANIM_A_POSE);
m->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
//m->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
if (m != &gMarioStates[0]) {
// never kill remote marios
m->health = 0x100;
} else {
m->health = 0xFF;
}
if (m->actionTimer++ == 60) {
//level_trigger_warp(m, WARP_OP_DEATH);
if (m->playerIndex == 0) {
mario_set_bubbled(m);
}
return FALSE;
}