Revert "Character Movesets and Extended Moveset changes. (#156)"
This reverts commit ee74afc804
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This commit is contained in:
parent
fa5414d386
commit
bc8e9ff19b
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@ -36,8 +36,8 @@ end
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-- luigi --
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-- luigi --
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-----------
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-----------
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ACT_SPIN_POUND_LAND = allocate_mario_action(ACT_FLAG_STATIONARY | ACT_FLAG_ATTACKING)
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ACT_SPIN_POUND_LAND = allocate_mario_action(ACT_GROUP_STATIONARY | ACT_FLAG_STATIONARY | ACT_FLAG_ATTACKING)
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ACT_SPIN_POUND = allocate_mario_action(ACT_FLAG_AIR | ACT_FLAG_ATTACKING)
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ACT_SPIN_POUND = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_ATTACKING)
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function act_spin_pound(m)
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function act_spin_pound(m)
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local e = gStateExtras[m.playerIndex]
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local e = gStateExtras[m.playerIndex]
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@ -139,8 +139,6 @@ function luigi_before_phys_step(m)
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local floorClass = mario_get_floor_class(m)
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local floorClass = mario_get_floor_class(m)
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local hScale = 1.0
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local hScale = 1.0
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local vScale = 1.0
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local vScale = 1.0
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if gPlayerSyncTable[0].modelId ~= nil then return end
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-- faster swimming
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-- faster swimming
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if (m.action & ACT_FLAG_SWIMMING) ~= 0 then
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if (m.action & ACT_FLAG_SWIMMING) ~= 0 then
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@ -193,8 +191,6 @@ end
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function luigi_on_set_action(m)
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function luigi_on_set_action(m)
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local e = gStateExtras[m.playerIndex]
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local e = gStateExtras[m.playerIndex]
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if gPlayerSyncTable[0].modelId ~= nil then return end
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-- extra height to the backflip
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-- extra height to the backflip
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if m.action == ACT_BACKFLIP then
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if m.action == ACT_BACKFLIP then
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@ -220,8 +216,6 @@ end
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function luigi_update(m)
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function luigi_update(m)
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local e = gStateExtras[m.playerIndex]
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local e = gStateExtras[m.playerIndex]
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if gPlayerSyncTable[0].modelId ~= nil then return end
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-- increase player damage
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-- increase player damage
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if (m.hurtCounter > e.lastHurtCounter) then
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if (m.hurtCounter > e.lastHurtCounter) then
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@ -231,18 +225,14 @@ function luigi_update(m)
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-- air scuttle
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-- air scuttle
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e.scuttle = 0
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e.scuttle = 0
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local shouldScuttle = (m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP or m.action == ACT_HOLD_JUMP) and ((m.controller.buttonDown & A_BUTTON) ~= 0 and m.vel.y < -5)
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local shouldScuttle = (m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP) and ((m.controller.buttonDown & A_BUTTON) ~= 0 and m.vel.y < -5)
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if shouldScuttle then
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if shouldScuttle then
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-- prevent wing flutter from glitching out while scuttling
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-- prevent wing flutter from glitching out while scuttling
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if m.marioBodyState.wingFlutter == 1 then
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if m.marioBodyState.wingFlutter == 1 then
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m.vel.y = m.vel.y + 1
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m.vel.y = m.vel.y + 1
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else
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else
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m.vel.y = m.vel.y + 3
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m.vel.y = m.vel.y + 3
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if m.action == ACT_HOLD_JUMP then
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set_mario_animation(m, MARIO_ANIM_RUNNING_UNUSED)
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set_mario_animation(m, MARIO_ANIM_RUN_WITH_LIGHT_OBJ)
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else
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set_mario_animation(m, MARIO_ANIM_RUNNING_UNUSED)
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end
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set_anim_to_frame(m, e.animFrame)
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set_anim_to_frame(m, e.animFrame)
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e.animFrame = e.animFrame + 13
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e.animFrame = e.animFrame + 13
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if e.animFrame >= m.marioObj.header.gfx.animInfo.curAnim.loopEnd then
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if e.animFrame >= m.marioObj.header.gfx.animInfo.curAnim.loopEnd then
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@ -370,7 +360,7 @@ gEventTable[CT_TOAD] = {
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-- waluigi --
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-- waluigi --
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-------------
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-------------
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ACT_WALL_SLIDE = allocate_mario_action(ACT_FLAG_AIR | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
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ACT_WALL_SLIDE = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
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function act_wall_slide(m)
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function act_wall_slide(m)
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if (m.input & INPUT_A_PRESSED) ~= 0 then
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if (m.input & INPUT_A_PRESSED) ~= 0 then
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@ -491,12 +481,11 @@ gEventTable[CT_WALUIGI] = {
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-----------
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-----------
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-- wario --
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-- wario --
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-----------
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-----------
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ACT_WARIO_DASH = allocate_mario_action(ACT_FLAG_MOVING | ACT_FLAG_ATTACKING)
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ACT_WARIO_AIR_DASH = allocate_mario_action(ACT_FLAG_AIR | ACT_FLAG_ATTACKING)
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ACT_WARIO_DASH = allocate_mario_action(ACT_GROUP_MOVING | ACT_FLAG_MOVING | ACT_FLAG_ATTACKING)
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ACT_WARIO_HOLD_JUMP = allocate_mario_action(ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
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ACT_WARIO_AIR_DASH = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_ATTACKING)
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ACT_CORKSCREW_CONK = allocate_mario_action(ACT_FLAG_AIR | ACT_FLAG_ATTACKING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
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ACT_CORKSCREW_CONK = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_ATTACKING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
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ACT_PILEDRIVER = allocate_mario_action(ACT_FLAG_AIR | ACT_FLAG_ATTACKING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
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ACT_WARIO_SPINNING_OBJ = allocate_mario_action(ACT_GROUP_OBJECT | ACT_FLAG_STATIONARY)
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ACT_WARIO_SPINNING_OBJ = allocate_mario_action(ACT_FLAG_STATIONARY)
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function act_corkscrew_conk(m)
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function act_corkscrew_conk(m)
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local e = gStateExtras[m.playerIndex]
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local e = gStateExtras[m.playerIndex]
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@ -544,7 +533,7 @@ function act_wario_dash(m)
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-- make sound
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-- make sound
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if m.actionTimer == 0 then
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if m.actionTimer == 0 then
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m.actionState = m.actionArg
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m.actionState = m.actionArg
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play_character_sound(m, CHAR_SOUND_WAH2)
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play_character_sound(m, CHAR_SOUND_YAHOO)
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end
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end
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-- walk once dash is up
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-- walk once dash is up
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@ -573,8 +562,6 @@ function act_wario_dash(m)
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if (m.input & INPUT_Z_PRESSED) ~= 0 then
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if (m.input & INPUT_Z_PRESSED) ~= 0 then
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return set_mario_action(m, ACT_SLIDE_KICK, 0)
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return set_mario_action(m, ACT_SLIDE_KICK, 0)
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end
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end
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m.faceAngle.y = m.intendedYaw - approach_s32(convert_s16(m.intendedYaw - m.faceAngle.y), 0, 0x400, 0x400)
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m.actionTimer = m.actionTimer + 1
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m.actionTimer = m.actionTimer + 1
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return 0
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return 0
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@ -622,8 +609,6 @@ function act_wario_air_dash(m)
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if (m.input & INPUT_Z_PRESSED) ~= 0 then
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if (m.input & INPUT_Z_PRESSED) ~= 0 then
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return set_mario_action(m, ACT_SLIDE_KICK, 0)
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return set_mario_action(m, ACT_SLIDE_KICK, 0)
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end
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end
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m.faceAngle.y = m.intendedYaw - approach_s32(convert_s16(m.intendedYaw - m.faceAngle.y), 0, 0x400, 0x400)
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m.actionTimer = m.actionTimer + 1
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m.actionTimer = m.actionTimer + 1
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return 0
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return 0
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@ -634,7 +619,7 @@ function act_wario_spinning_obj(m)
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-- throw object
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-- throw object
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if m.playerIndex == 0 and (m.input & INPUT_B_PRESSED) ~= 0 then
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if m.playerIndex == 0 and (m.input & INPUT_B_PRESSED) ~= 0 then
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play_character_sound_if_no_flag(m, CHAR_SOUND_SO_LONGA_BOWSER, MARIO_MARIO_SOUND_PLAYED)
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play_character_sound_if_no_flag(m, CHAR_SOUND_WAH2, MARIO_MARIO_SOUND_PLAYED)
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play_sound_if_no_flag(m, SOUND_ACTION_THROW, MARIO_ACTION_SOUND_PLAYED)
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play_sound_if_no_flag(m, SOUND_ACTION_THROW, MARIO_ACTION_SOUND_PLAYED)
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return set_mario_action(m, ACT_RELEASING_BOWSER, 0)
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return set_mario_action(m, ACT_RELEASING_BOWSER, 0)
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end
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end
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@ -788,59 +773,6 @@ function wario_update_spin_input(m)
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e.lastIntendedMag = m.intendedMag
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e.lastIntendedMag = m.intendedMag
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end
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end
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function act_wario_hold_jump(m)
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if (m.marioObj.oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) ~= 0 then
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return drop_and_set_mario_action(m, ACT_FREEFALL, 0)
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end
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if (m.input & INPUT_B_PRESSED) ~= 0 and (m.heldObj ~= nil and (m.heldObj.oInteractionSubtype & INT_SUBTYPE_HOLDABLE_NPC) ~= nil) then
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return set_mario_action(m, ACT_AIR_THROW, 0)
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end
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if (m.input & INPUT_Z_PRESSED) ~= 0 then
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return set_mario_action(m, ACT_PILEDRIVER, 0)
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end
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play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, 0)
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common_air_action_step(m, ACT_HOLD_JUMP_LAND, MARIO_ANIM_JUMP_WITH_LIGHT_OBJ,
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AIR_STEP_CHECK_LEDGE_GRAB)
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return false
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end
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function act_piledriver(m)
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local e = gStateExtras[m.playerIndex]
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if m.actionTimer == 0 then
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play_sound(SOUND_ACTION_SPIN, m.marioObj.header.gfx.cameraToObject)
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play_character_sound(m, CHAR_SOUND_SO_LONGA_BOWSER)
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end
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set_mario_animation(m, MARIO_ANIM_HOLDING_BOWSER)
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local stepResult = perform_air_step(m, 0)
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if stepResult == AIR_STEP_LANDED then
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if should_get_stuck_in_ground(m) ~= 0 then
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queue_rumble_data_mario(m, 5, 80)
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play_sound(SOUND_MARIO_OOOF2, m.marioObj.header.gfx.cameraToObject)
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m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE
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set_mario_action(m, ACT_BUTT_STUCK_IN_GROUND, 0)
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else
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play_mario_heavy_landing_sound(m, SOUND_ACTION_TERRAIN_HEAVY_LANDING)
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if check_fall_damage(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
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m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE | PARTICLE_HORIZONTAL_STAR
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-- set facing direction
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-- not part of original Extended Moveset
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local yawDiff = m.faceAngle.y - m.intendedYaw
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e.rotAngle = e.rotAngle + yawDiff
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m.faceAngle.y = m.intendedYaw
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return set_mario_action(m, ACT_RELEASING_BOWSER, 0)
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end
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end
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end
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m.vel.y = -32
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mario_set_forward_vel(m, 0)
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m.faceAngle.y = m.faceAngle.y + 0x3000
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m.actionTimer = m.actionTimer + 1
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return 0
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end
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function wario_before_phys_step(m)
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function wario_before_phys_step(m)
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local hScale = 1.0
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local hScale = 1.0
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@ -951,11 +883,6 @@ function wario_on_set_action(m)
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m.pos.y = m.pos.y + 10
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m.pos.y = m.pos.y + 10
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end
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end
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end
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end
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if m.action == ACT_HOLD_JUMP then
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return set_mario_action(m, ACT_WARIO_HOLD_JUMP, 0)
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end
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e.lastAction = action
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e.lastAction = action
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end
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end
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@ -995,7 +922,6 @@ function wario_update(m)
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-- shake camera
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-- shake camera
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if m.action == ACT_GROUND_POUND_LAND then
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if m.action == ACT_GROUND_POUND_LAND then
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set_camera_shake_from_point(SHAKE_POS_MEDIUM, m.pos.x, m.pos.y, m.pos.z)
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set_camera_shake_from_point(SHAKE_POS_MEDIUM, m.pos.x, m.pos.y, m.pos.z)
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m.squishTimer = 5
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end
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end
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-- faster ground pound
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-- faster ground pound
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@ -1075,18 +1001,6 @@ function mario_update(m)
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gEventTable[m.character.type].update(m)
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gEventTable[m.character.type].update(m)
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end
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end
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function convert_s16(num)
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local min = -32768
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local max = 32767
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while (num < min) do
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num = max + (num - min)
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end
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while (num > max) do
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num = min + (num - max)
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end
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return num
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end
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-----------
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-----------
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-- hooks --
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-- hooks --
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-----------
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-----------
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@ -1095,12 +1009,10 @@ hook_event(HOOK_MARIO_UPDATE, mario_update)
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hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action)
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hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action)
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hook_event(HOOK_BEFORE_PHYS_STEP, mario_before_phys_step)
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hook_event(HOOK_BEFORE_PHYS_STEP, mario_before_phys_step)
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hook_mario_action(ACT_WALL_SLIDE, act_wall_slide)
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hook_mario_action(ACT_WALL_SLIDE, { every_frame = act_wall_slide })
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hook_mario_action(ACT_SPIN_POUND, act_spin_pound, INT_GROUND_POUND_OR_TWIRL)
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hook_mario_action(ACT_SPIN_POUND, { every_frame = act_spin_pound }, INT_GROUND_POUND_OR_TWIRL)
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hook_mario_action(ACT_SPIN_POUND_LAND, act_spin_pound_land, INT_GROUND_POUND_OR_TWIRL)
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hook_mario_action(ACT_SPIN_POUND_LAND, { every_frame = act_spin_pound_land }, INT_GROUND_POUND_OR_TWIRL)
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hook_mario_action(ACT_WARIO_DASH, act_wario_dash, INT_KICK)
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hook_mario_action(ACT_WARIO_DASH, { every_frame = act_wario_dash }, INT_PUNCH)
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hook_mario_action(ACT_WARIO_AIR_DASH, act_wario_air_dash, INT_KICK)
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hook_mario_action(ACT_WARIO_AIR_DASH, { every_frame = act_wario_air_dash }, INT_PUNCH)
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hook_mario_action(ACT_CORKSCREW_CONK, act_corkscrew_conk, INT_FAST_ATTACK_OR_SHELL)
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hook_mario_action(ACT_CORKSCREW_CONK, { every_frame = act_corkscrew_conk }, INT_FAST_ATTACK_OR_SHELL)
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hook_mario_action(ACT_WARIO_SPINNING_OBJ, act_wario_spinning_obj)
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hook_mario_action(ACT_WARIO_SPINNING_OBJ, { every_frame = act_wario_spinning_obj })
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hook_mario_action(ACT_PILEDRIVER, act_piledriver)
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hook_mario_action(ACT_WARIO_HOLD_JUMP, act_wario_hold_jump)
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@ -1001,9 +1001,7 @@ function act_dive_slide(m)
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if (m.input & INPUT_B_PRESSED) ~= 0 then
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if (m.input & INPUT_B_PRESSED) ~= 0 then
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-- dive hop
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-- dive hop
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m.vel.y = 21.0
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m.vel.y = 21.0
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set_mario_action(m, ACT_DIVE, 1)
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return set_mario_action(m, ACT_DIVE, 1)
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set_mario_animation(m, MARIO_ANIM_DIVE)
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set_anim_to_frame(m, 15)
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end
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end
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end
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end
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