Synchronized Bubba
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028990302d
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3bb96fa609
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@ -13,6 +13,10 @@ static struct ObjectHitbox sBubbaHitbox = {
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};
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void bubba_act_0(void) {
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struct Object* player = nearest_player_to_object(o);
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int distanceToPlayer = dist_between_objects(o, player);
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int angleToPlayer = obj_angle_to_object(o, player);
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f32 sp24;
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sp24 = cur_obj_lateral_dist_to_home();
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@ -28,14 +32,14 @@ void bubba_act_0(void) {
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o->oBubbaUnkFC = 0;
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}
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} else {
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if (o->oDistanceToMario >= 25000.0f) {
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o->oBubbaUnk1AE = o->oAngleToMario;
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if (distanceToPlayer >= 25000.0f) {
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o->oBubbaUnk1AE = angleToPlayer;
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o->oBubbaUnkF8 = random_linear_offset(20, 30);
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}
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if ((o->oBubbaUnkFC = o->oMoveFlags & OBJ_MOVE_HIT_WALL) != 0) {
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o->oBubbaUnk1AE = cur_obj_reflect_move_angle_off_wall();
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} else if (o->oTimer > 30 && o->oDistanceToMario < 2000.0f) {
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} else if (o->oTimer > 30 && distanceToPlayer < 2000.0f) {
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o->oAction = 1;
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} else if (o->oBubbaUnkF8 != 0) {
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o->oBubbaUnkF8 -= 1;
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@ -47,11 +51,16 @@ void bubba_act_0(void) {
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}
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void bubba_act_1(void) {
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struct MarioState* marioState = nearest_mario_state_to_object(o);
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struct Object* player = marioState->marioObj;
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int distanceToPlayer = dist_between_objects(o, player);
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int angleToPlayer = obj_angle_to_object(o, player);
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s16 val06;
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s16 val04;
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treat_far_home_as_mario(2500.0f);
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if (o->oDistanceToMario > 2500.0f) {
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if (distanceToPlayer > 2500.0f) {
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o->oAction = 0;
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} else if (o->oBubbaUnk100 != 0) {
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if (--o->oBubbaUnk100 == 0) {
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@ -68,28 +77,28 @@ void bubba_act_1(void) {
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o->oAnimState = 0;
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;
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} else {
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o->oBubbaUnk1AE = o->oAngleToMario;
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o->oBubbaUnk1AE = angleToPlayer;
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o->oBubbaUnk1AC = o->oBubbaUnk104;
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cur_obj_rotate_yaw_toward(o->oBubbaUnk1AE, 400);
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obj_move_pitch_approach(o->oBubbaUnk1AC, 400);
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}
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} else {
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if (abs_angle_diff(gMarioObject->oFaceAngleYaw, o->oAngleToMario) < 0x3000) {
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val04 = 0x4000 - atan2s(800.0f, o->oDistanceToMario - 800.0f);
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if ((s16)(o->oMoveAngleYaw - o->oAngleToMario) < 0) {
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if (abs_angle_diff(player->oFaceAngleYaw, angleToPlayer) < 0x3000) {
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val04 = 0x4000 - atan2s(800.0f, distanceToPlayer - 800.0f);
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if ((s16)(o->oMoveAngleYaw - angleToPlayer) < 0) {
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val04 = -val04;
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}
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o->oBubbaUnk1AE = o->oAngleToMario + val04;
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o->oBubbaUnk1AE = angleToPlayer + val04;
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;
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} else {
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o->oBubbaUnk1AE = o->oAngleToMario;
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o->oBubbaUnk1AE = angleToPlayer;
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}
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o->oBubbaUnk1AC = o->oBubbaUnk104;
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if (obj_is_near_to_and_facing_mario(&gMarioStates[0], 500.0f, 3000)
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if (obj_is_near_to_and_facing_mario(marioState, 500.0f, 3000)
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&& abs_angle_diff(o->oBubbaUnk1AC, o->oMoveAnglePitch) < 3000) {
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o->oBubbaUnk100 = 30;
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o->oBubbaUnkF4 = 0;
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@ -101,16 +110,36 @@ void bubba_act_1(void) {
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}
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void bhv_bubba_loop(void) {
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if (!network_sync_object_initialized(o)) {
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network_init_object(o, 4000.0f);
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network_init_object_field(o, &o->oBubbaUnkF4);
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network_init_object_field(o, &o->oBubbaUnkF8);
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network_init_object_field(o, &o->oBubbaUnkFC);
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network_init_object_field(o, &o->oBubbaUnk100);
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network_init_object_field(o, &o->oBubbaUnk104);
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network_init_object_field(o, &o->oBubbaUnk108);
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network_init_object_field(o, &o->oBubbaUnk10C);
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network_init_object_field(o, &o->oBubbaUnk1AC);
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network_init_object_field(o, &o->oBubbaUnk1B0);
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network_init_object_field(o, &o->oAnimState);
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network_init_object_field(o, &o->oMoveAnglePitch);
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}
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struct MarioState* marioState = nearest_mario_state_to_object(o);
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struct Object* player = marioState->marioObj;
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int distanceToPlayer = dist_between_objects(o, player);
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int angleToPlayer = obj_angle_to_object(o, player);
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UNUSED s32 unused;
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struct Object *sp38;
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s16 sp36;
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o->oInteractionSubtype &= ~INT_SUBTYPE_EATS_MARIO;
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o->oBubbaUnk104 = obj_turn_pitch_toward_mario(&gMarioStates[0], 120.0f, 0);
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o->oBubbaUnk104 = obj_turn_pitch_toward_mario(marioState, 120.0f, 0);
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if (abs_angle_diff(o->oAngleToMario, o->oMoveAngleYaw) < 0x1000
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if (abs_angle_diff(angleToPlayer, o->oMoveAngleYaw) < 0x1000
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&& abs_angle_diff(o->oBubbaUnk104 + 0x800, o->oMoveAnglePitch) < 0x2000) {
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if (o->oAnimState != 0 && o->oDistanceToMario < 250.0f) {
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if (o->oAnimState != 0 && distanceToPlayer < 250.0f) {
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o->oInteractionSubtype |= INT_SUBTYPE_EATS_MARIO;
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}
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@ -829,18 +829,17 @@ s32 act_quicksand_death(struct MarioState *m) {
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s32 act_eaten_by_bubba(struct MarioState *m) {
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play_sound_if_no_flag(m, SOUND_MARIO_DYING, MARIO_ACTION_SOUND_PLAYED);
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set_mario_animation(m, MARIO_ANIM_A_POSE);
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m->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
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//m->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
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if (m != &gMarioStates[0]) {
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// never kill remote marios
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m->health = 0x100;
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} else {
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m->health = 0xFF;
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}
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if (m->actionTimer++ == 60) {
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//level_trigger_warp(m, WARP_OP_DEATH);
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if (m->playerIndex == 0) {
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mario_set_bubbled(m);
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}
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return FALSE;
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}
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