Prevent bubble popping on dying players, prevent collision on recently unbubbled
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@ -1306,6 +1306,10 @@ u32 interact_cannon_base(struct MarioState *m, UNUSED u32 interactType, struct O
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static u8 resolve_player_collision(struct MarioState* m, struct MarioState* m2) {
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if (!m || !m2) { return FALSE; }
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if (!m->marioObj || !m2->marioObj) { return FALSE; }
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if (m->invincTimer > 0 || m2->invincTimer > 0) { return FALSE; }
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if (m->action == ACT_DEATH_EXIT_LAND || m2->action == ACT_DEATH_EXIT_LAND) { return FALSE; }
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// move player outside of other player
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f32 extentY = m->marioObj->hitboxHeight;
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f32 radius = m->marioObj->hitboxRadius * 2.0f;
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@ -968,12 +968,42 @@ static void bubbled_offset_visual(struct MarioState* m) {
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m->marioObj->header.gfx.pos[1] -= upOffset;
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}
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static struct MarioState* nearest_antibubble_mario_state_to_object(struct Object *obj) {
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if (!obj) { return NULL; }
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struct MarioState* nearest = NULL;
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f32 nearestDist = 0;
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for (s32 i = 0; i < MAX_PLAYERS; i++) {
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struct MarioState* m = &gMarioStates[i];
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if (!m->marioObj) { continue; }
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if (m->marioObj == obj) { continue; }
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if (!m->visibleToEnemies) { continue; }
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if (!is_player_active(m)) { continue; }
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switch (m->action) {
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case ACT_WATER_DEATH:
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case ACT_STANDING_DEATH:
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case ACT_QUICKSAND_DEATH:
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case ACT_DEATH_ON_STOMACH:
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case ACT_DEATH_ON_BACK:
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continue;
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}
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float dist = dist_between_objects(obj, m->marioObj);
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if (nearest == NULL || dist < nearestDist) {
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nearest = m;
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nearestDist = dist;
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}
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}
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return nearest;
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}
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s32 act_bubbled(struct MarioState* m) {
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if (!m) { return 0; }
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if (m->playerIndex == 0 && m->area->camera->mode == CAMERA_MODE_WATER_SURFACE) {
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set_camera_mode(m->area->camera, CAMERA_MODE_FREE_ROAM, 1);
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}
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struct MarioState* targetMarioState = nearest_mario_state_to_object(m->marioObj);
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struct MarioState* targetMarioState = nearest_antibubble_mario_state_to_object(m->marioObj);
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if (targetMarioState == NULL) {
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targetMarioState = &gMarioStates[0];
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}
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@ -1021,9 +1051,9 @@ s32 act_bubbled(struct MarioState* m) {
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f32 oldYaw = m->faceAngle[1];
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m->faceAngle[0] = 0;
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m->faceAngle[1] = m->intendedYaw;
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m->forwardVel = m->intendedMag * 1.5f;
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if (m->input & INPUT_A_DOWN) { m->vel[1] += 5.0f; }
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if (m->input & INPUT_Z_DOWN) { m->vel[1] -= 5.0f; }
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m->forwardVel = m->intendedMag * 1.6f;
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if (m->input & INPUT_A_DOWN) { m->vel[1] += 5.5f; }
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if (m->input & INPUT_Z_DOWN) { m->vel[1] -= 5.5f; }
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// set and smooth velocity
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Vec3f oldVel = { m->vel[0], m->vel[1], m->vel[2] };
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@ -1087,6 +1117,7 @@ s32 act_bubbled(struct MarioState* m) {
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mario_set_forward_vel(m, 0.0f);
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m->vel[1] = 0.0f;
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m->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
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m->invincTimer = 30 * 3;
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if (m->playerIndex == 0) {
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soft_reset_camera(m->area->camera);
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}
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