Synchronized Skeeter
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@ -61,6 +61,10 @@ static void skeeter_act_idle(void) {
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}
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static void skeeter_act_lunge(void) {
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struct Object* player = nearest_player_to_object(o);
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int distanceToPlayer = dist_between_objects(o, player);
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int angleToPlayer = obj_angle_to_object(o, player);
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if (!(o->oMoveFlags & OBJ_MOVE_AT_WATER_SURFACE)) {
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o->oAction = SKEETER_ACT_IDLE;
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} else {
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@ -76,8 +80,8 @@ static void skeeter_act_lunge(void) {
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if (obj_forward_vel_approach(0.0f, 0.8f) && cur_obj_check_if_at_animation_end()) {
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o->oMoveAngleYaw = o->oFaceAngleYaw;
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if (o->oDistanceToMario >= 25000.0f) {
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o->oSkeeterTargetAngle = o->oAngleToMario;
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if (distanceToPlayer >= 25000.0f) {
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o->oSkeeterTargetAngle = angleToPlayer;
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} else {
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o->oSkeeterTargetAngle = obj_random_fixed_turn(random_u16() % 0x2000);
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}
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@ -90,6 +94,9 @@ static void skeeter_act_lunge(void) {
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}
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static void skeeter_act_walk(void) {
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struct Object* player = nearest_player_to_object(o);
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int distanceToPlayer = dist_between_objects(o, player);
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int angleToPlayer = obj_angle_to_object(o, player);
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f32 sp24;
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if (!(o->oMoveFlags & OBJ_MOVE_MASK_ON_GROUND)) {
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@ -104,14 +111,14 @@ static void skeeter_act_walk(void) {
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if (o->oSkeeterUnkF8 != 0) {
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o->oSkeeterUnkF8 = obj_resolve_collisions_and_turn(o->oSkeeterTargetAngle, 0x400);
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} else {
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if (o->oDistanceToMario >= 25000.0f) {
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o->oSkeeterTargetAngle = o->oAngleToMario;
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if (distanceToPlayer >= 25000.0f) {
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o->oSkeeterTargetAngle = angleToPlayer;
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o->oSkeeterWaitTime = random_linear_offset(20, 30);
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}
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if ((o->oSkeeterUnkF8 = obj_bounce_off_walls_edges_objects(&o->oSkeeterTargetAngle)) == 0) {
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if (o->oDistanceToMario < 500.0f) {
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o->oSkeeterTargetAngle = o->oAngleToMario;
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if (distanceToPlayer < 500.0f) {
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o->oSkeeterTargetAngle = angleToPlayer;
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o->oSkeeterUnkFC = 20.0f;
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} else {
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o->oSkeeterUnkFC = 10.0f;
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@ -135,6 +142,18 @@ static void skeeter_act_walk(void) {
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}
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void bhv_skeeter_update(void) {
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if (!network_sync_object_initialized(o)) {
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network_init_object(o, 4000.0f);
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network_init_object_field(o, &o->oSkeeterTargetAngle);
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network_init_object_field(o, &o->oSkeeterUnkF8);
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network_init_object_field(o, &o->oSkeeterUnkFC);
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network_init_object_field(o, &o->oSkeeterWaitTime);
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network_init_object_field(o, &o->oSkeeterUnk1AC);
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network_init_object_field(o, &o->oMoveAngleYaw);
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network_init_object_field(o, &o->oFaceAngleYaw);
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network_init_object_field(o, &o->oFlags);
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}
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o->oDeathSound = SOUND_OBJ_SNUFIT_SKEETER_DEATH;
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treat_far_home_as_mario(1000.0f);
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