Extended-moveset: fixed twirl wall climbing, fixed character sounds

This commit is contained in:
MysterD 2022-02-15 22:56:29 -08:00
parent da5f9263fd
commit 65cf1bcf65
2 changed files with 27 additions and 4868 deletions

4857
log.txt

File diff suppressed because it is too large Load Diff

View File

@ -35,11 +35,13 @@ for i=0,(MAX_PLAYERS-1) do
for j=0,(ANGLE_QUEUE_SIZE-1) do e.angleDeltaQueue[j] = 0 end
e.rotAngle = 0
e.boostTimer = 0
e.stickLastAngle = 0
e.spinDirection = 0
e.spinBufferTimer = 0
e.spinInput = 0
e.lastIntendedMag = 0
e.lastPos = {}
e.lastPos.x = m.pos.x
e.lastPos.y = m.pos.y
@ -50,6 +52,9 @@ for i=0,(MAX_PLAYERS-1) do
e.fakeSavedActionTimer = 0
e.fakeWroteAction = 0
e.fakeSaved = false
e.savedWallSlideHeight = 0
e.savedWallSlide = false
end
----------
@ -456,16 +461,18 @@ function act_spin_jump(m)
return set_mario_action(m, ACT_SPIN_POUND, m.actionState)
end
play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, SOUND_MARIO_YAHOO)
play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, CHAR_SOUND_YAHOO)
common_air_action_step(m, ACT_DOUBLE_JUMP_LAND, MARIO_ANIM_TWIRL,
AIR_STEP_CHECK_HANG)
if (e.savedWallSlide == false) or (m.pos.y <= e.savedWallSlideHeight) then
-- set facing direction
-- not part of original Extended Moveset
local yawDiff = m.faceAngle.y - m.intendedYaw
e.rotAngle = e.rotAngle + yawDiff
m.faceAngle.y = m.intendedYaw
end
e.rotAngle = e.rotAngle + 0x2867
if (e.rotAngle > 0x10000) then e.rotAngle = e.rotAngle - 0x10000 end
@ -521,7 +528,7 @@ function act_spin_pound(m)
if stepResult == AIR_STEP_LANDED then
if should_get_stuck_in_ground(m) ~= 0 then
queue_rumble_data_mario(m, 5, 80)
play_sound(SOUND_MARIO_OOOF2, m.marioObj.header.gfx.cameraToObject)
play_sound(CHAR_SOUND_OOOF2, m.marioObj.header.gfx.cameraToObject)
m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE
set_mario_action(m, ACT_BUTT_STUCK_IN_GROUND, 0)
else
@ -610,6 +617,10 @@ end
----------------
function act_wall_slide(m)
local e = gMarioStateExtras[m.playerIndex]
e.savedWallSlideHeight = m.pos.y
e.savedWallSlide = true
if (m.input & INPUT_A_PRESSED) ~= 0 then
m.vel.y = 52.0
-- m.faceAngle.y = m.faceAngle.y + 0x8000
@ -659,7 +670,7 @@ function act_water_ground_pound(m)
-- copied from water plunge code
play_sound(SOUND_ACTION_UNKNOWN430, m.marioObj.header.gfx.cameraToObject)
if m.peakHeight - m.pos.y > 1150.0 then
play_sound(SOUND_MARIO_HAHA_2, m.marioObj.header.gfx.cameraToObject)
play_sound(CHAR_SOUND_HAHA_2, m.marioObj.header.gfx.cameraToObject)
end
m.particleFlags = m.particleFlags | PARTICLE_WATER_SPLASH
@ -690,7 +701,7 @@ function act_water_ground_pound(m)
m.actionTimer = m.actionTimer + 1
if (m.actionTimer >= m.marioObj.header.gfx.animInfo.curAnim.loopEnd + 4) then
-- play_sound(SOUND_MARIO_GROUND_POUND_WAH, m.marioObj.header.gfx.cameraToObject)
-- play_sound(CHAR_SOUND_GROUND_POUND_WAH, m.marioObj.header.gfx.cameraToObject)
play_sound(SOUND_ACTION_SWIM_FAST, m.marioObj.header.gfx.cameraToObject)
m.vel.y = -45.0
m.actionState = 1
@ -879,7 +890,7 @@ function act_ledge_parkour(m)
local animFrame = m.marioObj.header.gfx.animInfo.animFrame
if m.actionTimer == 0 then
play_sound(SOUND_MARIO_HAHA_2, m.marioObj.header.gfx.cameraToObject)
play_sound(CHAR_SOUND_HAHA_2, m.marioObj.header.gfx.cameraToObject)
elseif m.actionTimer == 1 then
play_sound(SOUND_ACTION_SIDE_FLIP_UNK, m.marioObj.header.gfx.cameraToObject)
end
@ -941,7 +952,7 @@ function act_ground_pound_jump(m)
play_sound(SOUND_ACTION_SPIN, m.marioObj.header.gfx.cameraToObject)
end
play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, SOUND_MARIO_YAHOO)
play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, CHAR_SOUND_YAHOO)
common_air_action_step(m, ACT_JUMP_LAND, MARIO_ANIM_SINGLE_JUMP,
AIR_STEP_CHECK_LEDGE_GRAB | AIR_STEP_CHECK_HANG)
@ -958,6 +969,11 @@ end
function mario_on_set_action(m)
local e = gMarioStateExtras[m.playerIndex]
if (m.action & ACT_FLAG_MOVING) ~= 0 then
e.savedWallSlide = false
end
if e.spinInput ~= 0 then
if m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP or m.action == ACT_TRIPLE_JUMP or m.action == ACT_SPECIAL_TRIPLE_JUMP or m.action == ACT_SIDE_FLIP or m.action == ACT_BACKFLIP or m.action == ACT_WALL_KICK_AIR then
set_mario_action(m, ACT_SPIN_JUMP, 1)