Revert "Character Movesets and Extended Moveset changes. (#156)"

This reverts commit ee74afc804.
This commit is contained in:
MysterD 2022-08-25 20:42:31 -07:00
parent fa5414d386
commit bc8e9ff19b
2 changed files with 20 additions and 110 deletions

View File

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

View File

@ -1001,9 +1001,7 @@ function act_dive_slide(m)
if (m.input & INPUT_B_PRESSED) ~= 0 then if (m.input & INPUT_B_PRESSED) ~= 0 then
-- dive hop -- dive hop
m.vel.y = 21.0 m.vel.y = 21.0
set_mario_action(m, ACT_DIVE, 1) return set_mario_action(m, ACT_DIVE, 1)
set_mario_animation(m, MARIO_ANIM_DIVE)
set_anim_to_frame(m, 15)
end end
end end