-- name: Big Paddle -- description: Press DPAD+down to spawn a Big Paddle E_MODEL_BIG_PADDLE = smlua_model_util_get_id("big_paddle_geo") COL_BIG_PADDLE = smlua_collision_util_get("big_paddle_collision") ---------------------------------- function bhv_big_paddle_init(obj) obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE obj.oCollisionDistance = 1000 obj.collisionData = COL_BIG_PADDLE network_init_object(obj, false, nil) end function bhv_big_paddle_loop(obj) obj.oFaceAnglePitch = obj.oFaceAnglePitch + 0x100 load_object_collision_model() end id_bhvBigPaddle = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_big_paddle_init, bhv_big_paddle_loop) ---------------------------------- function mario_update_local(m) if (m.controller.buttonPressed & D_JPAD) ~= 0 then print('spawning paddle: ', id_bhvBigPaddle, E_MODEL_BIG_PADDLE, COL_BIG_PADDLE) -- spawn paddle spawn_sync_object( id_bhvBigPaddle, E_MODEL_BIG_PADDLE, m.pos.x, m.pos.y, m.pos.z, nil) end end function mario_update(m) if m.playerIndex == 0 then mario_update_local(m) end end hook_event(HOOK_MARIO_UPDATE, mario_update)