Add steven.'s character moveset changes
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@ -50,6 +50,12 @@ function act_spin_pound(m)
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set_mario_animation(m, MARIO_ANIM_TWIRL)
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set_mario_animation(m, MARIO_ANIM_TWIRL)
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m.particleFlags = m.particleFlags | PARTICLE_DUST
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if (m.controller.buttonDown & Z_TRIG) == 0 then
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set_mario_action(m, ACT_TWIRLING, 5)
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end
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local stepResult = perform_air_step(m, 0)
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local stepResult = perform_air_step(m, 0)
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if stepResult == AIR_STEP_LANDED then
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if stepResult == AIR_STEP_LANDED then
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if should_get_stuck_in_ground(m) ~= 0 then
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if should_get_stuck_in_ground(m) ~= 0 then
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@ -85,6 +91,7 @@ function act_spin_pound(m)
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if e.rotAngle > 0x10000 then e.rotAngle = e.rotAngle - 0x10000 end
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if e.rotAngle > 0x10000 then e.rotAngle = e.rotAngle - 0x10000 end
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if e.rotAngle < -0x10000 then e.rotAngle = e.rotAngle + 0x10000 end
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if e.rotAngle < -0x10000 then e.rotAngle = e.rotAngle + 0x10000 end
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m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + e.rotAngle * spinDirFactor
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m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + e.rotAngle * spinDirFactor
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m.marioBodyState.handState = MARIO_HAND_OPEN
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m.actionTimer = m.actionTimer + 1
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m.actionTimer = m.actionTimer + 1
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@ -236,7 +243,7 @@ function luigi_update(m)
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end
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end
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-- twirl pound
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-- twirl pound
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if m.action == ACT_TWIRLING and (m.input & INPUT_Z_PRESSED) ~= 0 then
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if m.action == ACT_TWIRLING and (m.controller.buttonDown & Z_TRIG) ~= 0 then
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set_mario_action(m, ACT_SPIN_POUND, 0)
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set_mario_action(m, ACT_SPIN_POUND, 0)
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end
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end
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@ -786,7 +793,7 @@ function wario_before_phys_step(m)
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if (m.action & ACT_HOLD_WATER_JUMP) then
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if (m.action & ACT_HOLD_WATER_JUMP) then
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return
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return
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end
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end
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-- faster holding item
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-- faster holding item
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if m.heldObj ~= nil then
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if m.heldObj ~= nil then
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m.vel.y = m.vel.y - 1
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m.vel.y = m.vel.y - 1
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