Character-movesets: adjusted Wario jump
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@ -60,7 +60,7 @@ function act_spin_pound(m)
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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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play_character_sound(m, CHAR_SOUND_OOOF2)
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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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@ -482,21 +482,27 @@ ACT_WARIO_SPINNING_OBJ = (0x05B | ACT_FLAG_STATIONARY)
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function act_corkscrew_conk(m)
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local e = gStateExtras[m.playerIndex]
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-- visuals
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m.particleFlags = m.particleFlags | PARTICLE_DUST
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-- physics
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common_air_action_step(m, ACT_JUMP_LAND, MARIO_ANIM_FORWARD_SPINNING, AIR_STEP_NONE)
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set_anim_to_frame(m, e.animFrame)
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-- animation
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set_anim_to_frame(m, e.animFrame)
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if e.animFrame >= m.marioObj.header.gfx.animInfo.curAnim.loopEnd then
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e.animFrame = e.animFrame - m.marioObj.header.gfx.animInfo.curAnim.loopEnd
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end
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-- fast ground pound out of it
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if (m.input & INPUT_Z_PRESSED) ~= 0 then
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local rc = set_mario_action(m, ACT_GROUND_POUND, 0)
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m.actionTimer = 5
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return rc
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end
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-- timers
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m.actionTimer = m.actionTimer + 1
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e.animFrame = e.animFrame + 1
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@ -531,9 +537,9 @@ function act_wario_dash(m)
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set_anim_to_frame(m, 25)
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-- set dash speed
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local speed = 100
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local speed = 80
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if m.actionTimer > 8 then
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speed = speed - (m.actionTimer - 8) * 11
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speed = speed - (m.actionTimer - 8) * 7
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end
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mario_set_forward_vel(m, speed)
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@ -820,14 +826,14 @@ function wario_on_set_action(m)
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-- less height on other jumps
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if m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP or m.action == ACT_STEEP_JUMP or m.action == ACT_RIDING_SHELL_JUMP or m.action == ACT_BACKFLIP or m.action == ACT_LONG_JUMP then
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m.vel.y = m.vel.y * 0.8
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m.vel.y = m.vel.y * 0.9
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-- prevent from getting stuck on platform
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if m.marioObj.platform ~= nil then
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m.pos.y = m.pos.y + 10
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end
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elseif m.action == ACT_SIDE_FLIP then
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m.vel.y = m.vel.y * 0.86
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m.vel.y = m.vel.y * 1.1
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-- prevent from getting stuck on platform
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if m.marioObj.platform ~= nil then
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@ -870,7 +876,7 @@ function wario_update(m)
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end
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end
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-- shake cmaera
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-- shake camera
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if m.action == ACT_GROUND_POUND_LAND then
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set_camera_shake_from_hit(SHAKE_MED_DAMAGE)
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end
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