Prevent remote player damage from shaking local screen
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47122758d8
commit
5f3895463f
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@ -543,7 +543,7 @@ void bounce_off_object(struct MarioState *m, struct Object *o, f32 velY) {
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void hit_object_from_below(struct MarioState *m, UNUSED struct Object *o) {
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void hit_object_from_below(struct MarioState *m, UNUSED struct Object *o) {
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m->vel[1] = 0.0f;
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m->vel[1] = 0.0f;
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set_camera_shake_from_hit(SHAKE_HIT_FROM_BELOW);
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if (m->playerIndex == 0) { set_camera_shake_from_hit(SHAKE_HIT_FROM_BELOW); }
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}
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}
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static u32 unused_determine_knockback_action(struct MarioState *m) {
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static u32 unused_determine_knockback_action(struct MarioState *m) {
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@ -700,7 +700,7 @@ void bounce_back_from_attack(struct MarioState *m, u32 interaction) {
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mario_set_forward_vel(m, -48.0f);
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mario_set_forward_vel(m, -48.0f);
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}
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}
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set_camera_shake_from_hit(SHAKE_ATTACK);
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if (m->playerIndex == 0) { set_camera_shake_from_hit(SHAKE_ATTACK); }
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m->particleFlags |= PARTICLE_TRIANGLE;
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m->particleFlags |= PARTICLE_TRIANGLE;
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}
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}
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@ -749,7 +749,7 @@ u32 take_damage_from_interact_object(struct MarioState *m) {
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m->hurtCounter += 4 * damage;
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m->hurtCounter += 4 * damage;
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queue_rumble_data_mario(m, 5, 80);
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queue_rumble_data_mario(m, 5, 80);
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set_camera_shake_from_hit(shake);
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if (m->playerIndex == 0) { set_camera_shake_from_hit(shake); }
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return damage;
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return damage;
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}
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}
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@ -87,7 +87,7 @@ s32 check_fall_damage(struct MarioState *m, u32 hardFallAction) {
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if (fallHeight > 3000.0f) {
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if (fallHeight > 3000.0f) {
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m->hurtCounter += (m->flags & MARIO_CAP_ON_HEAD) ? 16 : 24;
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m->hurtCounter += (m->flags & MARIO_CAP_ON_HEAD) ? 16 : 24;
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queue_rumble_data_mario(m, 5, 80);
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queue_rumble_data_mario(m, 5, 80);
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set_camera_shake_from_hit(SHAKE_FALL_DAMAGE);
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if (m->playerIndex == 0) { set_camera_shake_from_hit(SHAKE_FALL_DAMAGE); }
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play_sound(SOUND_MARIO_ATTACKED, m->marioObj->header.gfx.cameraToObject);
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play_sound(SOUND_MARIO_ATTACKED, m->marioObj->header.gfx.cameraToObject);
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return drop_and_set_mario_action(m, hardFallAction, 4);
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return drop_and_set_mario_action(m, hardFallAction, 4);
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} else if (fallHeight > damageHeight && !mario_floor_is_slippery(m)) {
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} else if (fallHeight > damageHeight && !mario_floor_is_slippery(m)) {
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@ -95,7 +95,7 @@ s32 check_fall_damage(struct MarioState *m, u32 hardFallAction) {
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m->squishTimer = 30;
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m->squishTimer = 30;
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queue_rumble_data_mario(m, 5, 80);
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queue_rumble_data_mario(m, 5, 80);
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set_camera_shake_from_hit(SHAKE_FALL_DAMAGE);
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if (m->playerIndex == 0) { set_camera_shake_from_hit(SHAKE_FALL_DAMAGE); }
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play_sound(SOUND_MARIO_ATTACKED, m->marioObj->header.gfx.cameraToObject);
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play_sound(SOUND_MARIO_ATTACKED, m->marioObj->header.gfx.cameraToObject);
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}
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}
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}
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}
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@ -955,7 +955,7 @@ s32 act_ground_pound(struct MarioState *m) {
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set_mario_action(m, ACT_GROUND_POUND_LAND, 0);
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set_mario_action(m, ACT_GROUND_POUND_LAND, 0);
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}
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}
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}
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}
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set_camera_shake_from_hit(SHAKE_GROUND_POUND);
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if (m->playerIndex == 0) { set_camera_shake_from_hit(SHAKE_GROUND_POUND); }
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} else if (stepResult == AIR_STEP_HIT_WALL) {
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} else if (stepResult == AIR_STEP_HIT_WALL) {
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mario_set_forward_vel(m, -16.0f);
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mario_set_forward_vel(m, -16.0f);
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if (m->vel[1] > 0.0f) {
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if (m->vel[1] > 0.0f) {
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@ -1566,7 +1566,7 @@ s32 act_teleport_fade_in(struct MarioState *m) {
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s32 act_shocked(struct MarioState *m) {
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s32 act_shocked(struct MarioState *m) {
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play_sound_if_no_flag(m, SOUND_MARIO_WAAAOOOW, MARIO_ACTION_SOUND_PLAYED);
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play_sound_if_no_flag(m, SOUND_MARIO_WAAAOOOW, MARIO_ACTION_SOUND_PLAYED);
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play_sound(SOUND_MOVING_SHOCKED, m->marioObj->header.gfx.cameraToObject);
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play_sound(SOUND_MOVING_SHOCKED, m->marioObj->header.gfx.cameraToObject);
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set_camera_shake_from_hit(SHAKE_SHOCK);
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if (m->playerIndex == 0) { set_camera_shake_from_hit(SHAKE_SHOCK); }
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if (set_mario_animation(m, MARIO_ANIM_SHOCKED) == 0) {
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if (set_mario_animation(m, MARIO_ANIM_SHOCKED) == 0) {
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m->actionTimer++;
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m->actionTimer++;
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@ -890,7 +890,7 @@ static s32 act_forward_water_kb(struct MarioState *m) {
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static s32 act_water_shocked(struct MarioState *m) {
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static s32 act_water_shocked(struct MarioState *m) {
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play_sound_if_no_flag(m, SOUND_MARIO_WAAAOOOW, MARIO_ACTION_SOUND_PLAYED);
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play_sound_if_no_flag(m, SOUND_MARIO_WAAAOOOW, MARIO_ACTION_SOUND_PLAYED);
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play_sound(SOUND_MOVING_SHOCKED, m->marioObj->header.gfx.cameraToObject);
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play_sound(SOUND_MOVING_SHOCKED, m->marioObj->header.gfx.cameraToObject);
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set_camera_shake_from_hit(SHAKE_SHOCK);
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if (m->playerIndex == 0) { set_camera_shake_from_hit(SHAKE_SHOCK); }
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if (set_mario_animation(m, MARIO_ANIM_SHOCKED) == 0) {
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if (set_mario_animation(m, MARIO_ANIM_SHOCKED) == 0) {
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m->actionTimer++;
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m->actionTimer++;
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