Make Mario steps use his hitbox height

This commit is contained in:
Agent X 2023-12-23 11:37:14 -05:00
parent 38be365dd3
commit 946edb0901
1 changed files with 8 additions and 8 deletions

View File

@ -146,7 +146,7 @@ u32 mario_update_quicksand(struct MarioState *m, f32 sinkingSpeed) {
case SURFACE_DEEP_QUICKSAND:
case SURFACE_DEEP_MOVING_QUICKSAND:
if ((m->quicksandDepth += sinkingSpeed) >= 160.0f) {
if ((m->quicksandDepth += sinkingSpeed) >= m->marioObj->hitboxHeight) {
update_mario_sound_and_camera(m);
return drop_and_set_mario_action(m, ACT_QUICKSAND_DEATH, 0);
}
@ -311,7 +311,7 @@ static s32 perform_ground_quarter_step(struct MarioState *m, Vec3f nextPos) {
}
if (nextPos[1] > floorHeight + 100.0f) {
if (nextPos[1] + 160.0f >= ceilHeight) {
if (nextPos[1] + m->marioObj->hitboxHeight >= ceilHeight) {
return GROUND_STEP_HIT_WALL_STOP_QSTEPS;
}
@ -321,7 +321,7 @@ static s32 perform_ground_quarter_step(struct MarioState *m, Vec3f nextPos) {
return GROUND_STEP_LEFT_GROUND;
}
if (floorHeight + 160.0f >= ceilHeight) {
if (floorHeight + m->marioObj->hitboxHeight >= ceilHeight) {
return GROUND_STEP_HIT_WALL_STOP_QSTEPS;
}
@ -417,11 +417,11 @@ u32 check_ledge_grab(struct MarioState *m, struct Surface *wall, Vec3f intendedP
return FALSE;
}
//! Since the search for floors starts at y + 160, we will sometimes grab
//! Since the search for floors starts at y + m->marioObj->hitboxHeight (160.0f), we will sometimes grab
// a higher ledge than expected (glitchy ledge grab)
ledgePos[0] = nextPos[0] - wall->normal.x * 60.0f;
ledgePos[2] = nextPos[2] - wall->normal.z * 60.0f;
ledgePos[1] = find_floor(ledgePos[0], nextPos[1] + 160.0f, ledgePos[2], &ledgeFloor);
ledgePos[1] = find_floor(ledgePos[0], nextPos[1] + m->marioObj->hitboxHeight, ledgePos[2], &ledgeFloor);
if (!ledgeFloor) { return FALSE; }
@ -497,21 +497,21 @@ s32 perform_air_quarter_step(struct MarioState *m, Vec3f intendedPos, u32 stepAr
//! This check uses f32, but findFloor uses short (overflow jumps)
if (nextPos[1] <= floorHeight) {
if (ceilHeight - floorHeight > 160.0f) {
if (ceilHeight - floorHeight > m->marioObj->hitboxHeight) {
m->pos[0] = nextPos[0];
m->pos[2] = nextPos[2];
m->floor = floor;
m->floorHeight = floorHeight;
}
//! When ceilHeight - floorHeight <= 160, the step result says that
//! When ceilHeight - floorHeight <= m->marioObj->hitboxHeight (160.0f), the step result says that
// Mario landed, but his movement is cancelled and his referenced floor
// isn't updated (pedro spots)
m->pos[1] = floorHeight;
return AIR_STEP_LANDED;
}
if (nextPos[1] + 160.0f > ceilHeight) {
if (nextPos[1] + m->marioObj->hitboxHeight > ceilHeight) {
if (m->vel[1] >= 0.0f) {
m->vel[1] = 0.0f;