local play_step_sound,set_mario_action,play_character_sound,vec3f_length,perform_ground_step,vec3f_copy,perform_air_step,clampf,vec3f_add,set_mario_particle_flags,play_mario_heavy_landing_sound = play_step_sound,set_mario_action,play_character_sound,vec3f_length,perform_ground_step,vec3f_copy,perform_air_step,clampf,vec3f_add,set_mario_particle_flags,play_mario_heavy_landing_sound local function play_local_footstep_sounds(m,rate,max) cl_footstepTimer = cl_footstepTimer + rate if (cl_footstepTimer >= max) then m.marioObj.header.gfx.animInfo.animFrame = 0 play_step_sound(m, 0, 1) cl_footstepTimer = 0 end end ------------------------------- -- Code for our local player -- ------------------------------- --- @param m MarioState local function local_act_dm_grounded_movement(m) local valid_update = local_update(m) local metal_underwater = (m.flags & MARIO_METAL_CAP) ~= 0 and m.pos.y <= m.waterLevel-sv_playersubmergelevel local crouch = gPlayerSyncTable[m.playerIndex].playerCrouching if (metal_underwater and m.action ~= ACT_DM_GROUNDED_MOVEMENT_METAL) then SV_PlayerMovement_Store(m,true) set_mario_action(m, ACT_DM_GROUNDED_MOVEMENT_METAL, 0) m.action = ACT_DM_GROUNDED_MOVEMENT_METAL SV_PlayerMovement_Store(m,false) -- return elseif (m.action == ACT_DM_GROUNDED_MOVEMENT_METAL and not metal_underwater) then set_mario_action(m, ACT_DM_GROUNDED_MOVEMENT, 0) m.action = ACT_DM_GROUNDED_MOVEMENT -- return end if (m.floor ~= nil) then if (m.floor.normal.y <= SV_GetSurfaceStandableMinimum(m.floor.type,m.area.terrainType)) then SV_PlayerMovement_Relative(m) set_mario_action(m, ACT_DM_AIR_MOVEMENT, 0) act_dm_air_movement(m) return end end if (m.controller.buttonDown & A_BUTTON) ~= 0 and no_dialog_open() and m.floor ~= nil then set_character_animation(m, CHAR_ANIM_IDLE_HEAD_CENTER) -- m.controller.buttonPressed = m.controller.buttonPressed & ~A_BUTTON if (m.vel.y < 0) then m.vel.y = m.vel.y * 0.33 end m.vel.y = m.vel.y + ifelse(metal_underwater,135*sv_jumpheight,140*sv_jumpheight) if (m.vel.y > 320*sv_jumpheight) then m.vel.y = 320*sv_jumpheight end play_mario_jump_sound(m) SV_PlayerMovement_Relative(m) -- SV_PlayerMovement_Store(m,true) set_mario_action(m, ACT_DM_AIR_MOVEMENT, 0) act_dm_air_movement(m) return end SV_PlayerMovement(m) set_character_animation(m, CHAR_ANIM_A_POSE) if (not cl_bowserthrow) then local len = vec3f_length(vec3_qscale(m.vel,1,0,1)) if (len < 1) then m.faceAngle.y = m.area.camera.yaw + 0x8000 if (m.action == ACT_DM_GROUNDED_MOVEMENT) then m.action = ACT_DM_GROUNDED_IDLE end else play_local_footstep_sounds(m,len * 0.08,60) m.faceAngle.y = atan2s(m.vel.z, m.vel.x) if (m.action == ACT_DM_GROUNDED_IDLE) then m.action = ACT_DM_GROUNDED_MOVEMENT end end end if (valid_update) then m.forwardVel = vec3f_length(vec3_qscale(m.vel,sv_scalerate,0,sv_scalerate)) else m.forwardVel = 0 end SV_PlayerMovement_Scale(m,false) local stepResult = perform_ground_step(m) SV_PlayerMovement_Scale(m,true) if (stepResult == GROUND_STEP_LEFT_GROUND) then SV_PlayerMovement_Relative(m) if (m.action == ACT_DM_GROUNDED_MOVEMENT_METAL) then set_mario_action(m, ACT_DM_AIR_MOVEMENT_METAL, 0) else set_mario_action(m, ACT_DM_AIR_MOVEMENT, 0) end end if m.wall ~= nil and (stepResult == GROUND_STEP_HIT_WALL) then --or (stepResult == GROUND_STEP_HIT_WALL_CONTINUE_QSTEPS) or (stepResult == GROUND_STEP_HIT_WALL_STOP_QSTEPS)) then vec3f_copy(m.vel, PHYS_CollideWithNormal(m.vel,m.wall.normal,0.0)) end if (m.pos.y <= m.waterLevel-sv_playersubmergelevel and m.waterLevel > m.floorHeight + sv_playersubmergelevel) and (m.flags & MARIO_METAL_CAP) == 0 then if (m.action == ACT_DM_GROUNDED_MOVEMENT_METAL) then set_mario_action(m, ACT_DM_AIR_MOVEMENT_METAL, 0) else set_mario_action(m, ACT_DM_WATER_MOVEMENT, 0) end end end --- @param m MarioState local function local_act_dm_air_movement(m) local valid_update = local_update(m) -- AngleVectors(m) local metal_underwater = (m.flags & MARIO_METAL_CAP) ~= 0 and m.pos.y <= m.waterLevel-sv_playersubmergelevel local act = m.action local crouch = gPlayerSyncTable[m.playerIndex].playerCrouching if (metal_underwater and act ~= ACT_DM_AIR_MOVEMENT_METAL) then SV_PlayerMovement_Store(m,true) set_mario_action(m, ACT_DM_AIR_MOVEMENT_METAL, 0) m.action = ACT_DM_AIR_MOVEMENT_METAL SV_PlayerMovement_Store(m,false) -- return elseif (act == ACT_DM_AIR_MOVEMENT_METAL and not metal_underwater) then set_mario_action(m, ACT_DM_AIR_MOVEMENT, 0) m.action = ACT_DM_AIR_MOVEMENT -- return end if (m.controller.buttonPressed & Z_TRIG) ~= 0 and (m.controller.buttonDown & A_BUTTON) == 0 and sv_groundpound and m.heldObj == nil and no_dialog_open() then --and m.prevAction ~= ACT_DM_WATER_MOVEMENT then m.vel.y = 0 m.controller.buttonPressed = m.controller.buttonPressed & ~Z_TRIG set_mario_action(m, ifelse(metal_underwater,ACT_DM_GROUND_POUND_METAL,ACT_GROUND_POUND), 1) play_sound(SOUND_ACTION_TWIRL,m.marioObj.header.gfx.cameraToObject) return end SV_PlayerMovement(m) local len_spd = vec3f_length(vec3_qscale(m.vel,1,0,1)) if (len_spd < 1) then m.faceAngle.y = m.area.camera.yaw + 0x8000 else m.faceAngle.y = atan2s(m.vel.z, m.vel.x) end set_character_animation(m, CHAR_ANIM_A_POSE) if (metal_underwater) then SV_UserGravity(m,0.66) else SV_UserGravity(m,1.0) end if ((m.flags & MARIO_WING_CAP) ~= 0 and (m.controller.buttonPressed & A_BUTTON) ~= 0) and no_dialog_open() then if (m.vel.y < 0) then m.vel.y = 0 end m.vel.y = m.vel.y + ifelse(metal_underwater,100,200) if (m.vel.y > 320) then m.vel.y = 320 end set_mario_particle_flags(m, (PARTICLE_DUST | PARTICLE_MIST_CIRCLE), false) end local preStepYVel = m.vel.y if (valid_update) then m.forwardVel = len_spd*sv_scalerate else m.forwardVel = 0 end SV_PlayerMovement_Scale(m,false) local stepResult = perform_air_step(m,0) SV_PlayerMovement_Scale(m,true) if (stepResult == AIR_STEP_LANDED) then if (m.floor ~= nil) then if (m.floor.normal.y > SV_GetSurfaceStandableMinimum(m.floor.type,m.area.terrainType) and ifelse(sv_sticky,m.vel.y < (sv_gravity*sv_tickrate)*2,true)) then vec3f_copy(m.vel, PHYS_CollideWithNormal(m.vel,m.floor.normal,0.0)) -- SV_PlayerMovement_Store(m,true) cl_airstrafelimiter = 0 m.marioObj.header.gfx.animInfo.animFrame = 0 play_step_sound(m, 0, 1) gLakituState.roll = gLakituState.roll + clampf(-1.75*(preStepYVel+200),0,1000) if (m.action == ACT_DM_AIR_MOVEMENT_METAL) then set_mario_action(m, ACT_DM_GROUNDED_MOVEMENT_METAL, 0) else set_mario_action(m, ACT_DM_GROUNDED_MOVEMENT, 0) end return else vec3f_copy(m.vel, PHYS_CollideWithNormal(m.vel,m.floor.normal,0)) vec3f_add(m.pos,vec3_scale(m.floor.normal,6)) -- vec3f_add(m.vel,vec3_scale(m.floor.normal,clampf(preStepYVel*0.75,-1,1))) return end end end if (stepResult == AIR_STEP_HIT_WALL) and m.wall ~= nil then if (m.controller.buttonDown & ifelse(cl_altWalljumpKey,B_BUTTON,A_BUTTON)) ~= 0 and sv_walljump and no_dialog_open() and m.heldObj == nil and len_spd > 100 then cl_airstrafelimiter = 0.66 vec3f_copy(m.vel, PHYS_CollideWithNormal(m.vel,m.wall.normal,0.965)) set_mario_particle_flags(m, (PARTICLE_VERTICAL_STAR | PARTICLE_DUST), false) m.vel.y = 250*sv_jumpheight play_sound(SOUND_ACTION_BONK,m.marioObj.header.gfx.cameraToObject) play_character_sound(m,CHAR_SOUND_YAH_WAH_HOO) else vec3f_copy(m.vel, PHYS_CollideWithNormal(m.vel,m.wall.normal,0.05)) end end if (m.pos.y <= m.waterLevel-sv_playersubmergelevel and m.waterLevel > m.floorHeight + sv_playersubmergelevel) and (m.flags & MARIO_METAL_CAP) == 0 then if (m.action ~= ACT_DM_AIR_MOVEMENT_METAL) then set_mario_action(m, ACT_DM_WATER_MOVEMENT, 0) end end end --- @param m MarioState local function local_act_dm_water_movement(m) local valid_update = local_update(m) -- AngleVectors(m) SV_WaterMovement(m) SV_PlayerMovement_Store(m,true) if (m.playerIndex == 0) then if (vec3f_length(vec3_qscale(m.vel,1,0,1)) < 1) then m.faceAngle.y = m.area.camera.yaw + 0x8000 else m.faceAngle.y = atan2s(m.vel.z, m.vel.x) end set_character_animation(m, CHAR_ANIM_A_POSE) else local scale = m.forwardVel if (scale < 10) then set_character_animation(m, CHAR_ANIM_WATER_IDLE) else set_character_anim_with_accel(m, CHAR_ANIM_FLUTTERKICK, scale*0x800) end end if (valid_update) then m.forwardVel = vec3f_length(vec3_qscale(m.vel,sv_scalerate,0,sv_scalerate)) else m.forwardVel = 0 end if (m.pos.y+(m.vel.y*sv_scalerate) < m.floorHeight + 2) then m.pos.y = m.floorHeight + 2 m.vel.y = 0 end SV_PlayerMovement_Scale(m,false) local stepResult = perform_air_step(m,0) SV_PlayerMovement_Scale(m,true) if (stepResult == AIR_STEP_HIT_WALL) and m.wall ~= nil then vec3f_copy(m.vel, PHYS_CollideWithNormal(m.vel,m.wall.normal,0.05)) end local isSnowy = ((m.area.terrainType & TERRAIN_MASK) == TERRAIN_SNOW) if (m.area.camera.pos.y >= m.waterLevel - 15 and not isSnowy) or mario_holding_underwater_shell(m) then m.healCounter = 1 if (m.controller.buttonDown & A_BUTTON) ~= 0 and m.vel.y > 0 then m.vel.y = 180 end elseif (not mario_holding_underwater_shell(m)) then m.health = m.health - ifelse(isSnowy,3,1) end if (m.pos.y > m.waterLevel-sv_playersubmergelevel) then set_mario_action(m, ACT_DM_AIR_MOVEMENT, 0) return end end --- @param m MarioState local function local_act_dm_ground_pound(m) local valid_update = local_update(m) local metal_underwater = (m.flags & MARIO_METAL_CAP) ~= 0 and m.pos.y <= m.waterLevel-sv_playersubmergelevel if (metal_underwater and act ~= ACT_DM_GROUND_POUND_METAL) then SV_PlayerMovement_Store(m,true) set_mario_action(m, ACT_DM_GROUND_POUND_METAL, 0) SV_PlayerMovement_Store(m,false) elseif (act == ACT_DM_AIR_MOVEMENT_METAL and not metal_underwater) then set_mario_action(m, ACT_DM_GROUND_POUND, 0) end if (m.controller.buttonPressed & Z_TRIG) ~= 0 then m.vel.x = 0 m.vel.z = 0 end m.faceAngle.y = m.area.camera.yaw + 0x8000 set_character_animation(m, CHAR_ANIM_A_POSE) SV_UserGravityEx(m,1.0,0.75) SV_PlayerMovement_Scale(m,false) local stepResult = perform_air_step(m,0) SV_PlayerMovement_Scale(m,true) if (stepResult == AIR_STEP_LANDED) then if (m.floor ~= nil) then play_mario_heavy_landing_sound(m, SOUND_ACTION_TERRAIN_HEAVY_LANDING) set_mario_particle_flags(m, (PARTICLE_MIST_CIRCLE | PARTICLE_HORIZONTAL_STAR), false) gLakituState.roll = gLakituState.roll + 500 if (m.controller.buttonDown & A_BUTTON) ~= 0 and m.health > 0xFF then SV_HandleSpecialFloors(m,true) local direction = GetAngleVectors(m).forward local yV = m.vel.y * 0.32 * sv_scalerate local len = vec3f_length(vec3_qscale(m.vel,1,0,1)) vec3f_copy(m.vel,vec3_scale(direction,len*0.895)) vec3f_add(m.vel,vec3_qscale(m.floor.normal,-0.3,85 * clampf((len+math.abs(yV)) / 320, 0.5, 1.0),-0.3)) m.vel.y = (m.vel.y + (250 * clampf((len+math.abs(yV)) / 320, 0.65, 1.0)))*sv_jumpheight -- PHYS_CollideWithNormal(m.vel,m.floor.normal,0.0,1.0) set_mario_action(m, ifelse(metal_underwater,ACT_DM_AIR_MOVEMENT_METAL,ACT_DM_AIR_MOVEMENT), 0) play_character_sound(m,CHAR_SOUND_YAHOO) else m.forwardVel = 0 m.vel.x = 0 m.vel.y = 0 m.vel.z = 0 set_mario_action(m, ifelse(metal_underwater,ACT_DM_GROUNDED_MOVEMENT_METAL,ACT_GROUND_POUND_LAND), 0) end return; end end end --- @param m MarioState local function local_act_dm_pole_movement(m) local_update(m) m.vel.x = 0 m.vel.z = 0 if (m.health <= 0xFF or m.usedObj == nil or (m.controller.buttonPressed & Z_TRIG) ~= 0) then m.vel.y = 0 m.forwardVel = 3 m.controller.buttonPressed = m.controller.buttonPressed & ~(Z_TRIG|A_BUTTON) return set_mario_action(m, ACT_DM_AIR_MOVEMENT, 0) end m.faceAngle.y = m.area.camera.yaw + 0x8000 if (m.controller.buttonPressed & A_BUTTON) ~= 0 then m.vel.y = 12 m.forwardVel = 36 return set_mario_action(m, ACT_WALL_KICK_AIR, 0) end set_character_animation(m, CHAR_ANIM_A_POSE) local o = m.usedObj local i = ifelse(gFirstPersonCamera.pitch < 0,1.0,-1.0) m.pos.y = m.pos.y + (m.usedObj.oPosY-cl_poleY) cl_poleY = m.usedObj.oPosY m.pos.x = o.oPosX + sins(m.faceAngle.y) m.pos.z = o.oPosZ + coss(m.faceAngle.y) m.vel.y = m.controller.rawStickY*0.66*i local intendedPos = m.pos.y + (m.vel.y*sv_scalerate) if (intendedPos < o.oPosY) then m.vel.y = 0 m.pos.y = o.oPosY end if (intendedPos > o.oPosY+o.hitboxHeight) then m.vel.y = 0 m.pos.y = o.oPosY+o.hitboxHeight end SV_PlayerMovement_Scale(m,false) local stepResult = perform_air_step(m,0) SV_PlayerMovement_Scale(m,true) end ---------------------------------- -- Prediction for other players -- ---------------------------------- --- @param m MarioState local function prediction_act_dm_grounded_movement(m) local crouch = gPlayerSyncTable[m.playerIndex].playerCrouching if ((m.controller.buttonDown & A_BUTTON) ~= 0 or (m.controller.buttonPressed & A_BUTTON) ~= 0) and m.floor ~= nil then play_character_sound(m,CHAR_SOUND_YAH_WAH_HOO) -- return end if (not cl_disableAccelPred) then SV_PlayerMovement(m) end local scale = m.forwardVel if (scale < 5) then set_character_animation(m, ifelse(crouch,CHAR_ANIM_CROUCHING,CHAR_ANIM_FIRST_PERSON)) else play_step_sound(m, ifelse(crouch,26,9), ifelse(crouch,79,45)) set_character_anim_with_accel(m, ifelse(crouch,CHAR_ANIM_CRAWLING,CHAR_ANIM_RUNNING), scale*ifelse(crouch,0x4000,0x2600)) end m.forwardVel = vec3f_length(vec3_qscale(m.vel,sv_scalerate,0,sv_scalerate)) SV_PlayerMovement_Scale(m,false) local stepResult = perform_ground_step(m) SV_PlayerMovement_Scale(m,true) end --- @param m MarioState local function prediction_act_dm_air_movement(m) local crouch = gPlayerSyncTable[m.playerIndex].playerCrouching if (not cl_disableAccelPred) then SV_PlayerMovement(m) end set_character_animation(m, ifelse(crouch,CHAR_ANIM_FAST_LONGJUMP,ifelse(m.vel.y < 0,CHAR_ANIM_DOUBLE_JUMP_FALL,CHAR_ANIM_DOUBLE_JUMP_RISE))) if (metal_underwater) then SV_UserGravity(m,0.66) else SV_UserGravity(m,1.0) end if ((m.flags & MARIO_WING_CAP) ~= 0 and (m.controller.buttonDown & A_BUTTON) ~= 0 and m.vel.y < 0) then m.vel.y = 0 end m.forwardVel = vec3f_length(vec3_qscale(m.vel,sv_scalerate,0,sv_scalerate)) SV_PlayerMovement_Scale(m,false) local stepResult = perform_air_step(m,0) SV_PlayerMovement_Scale(m,true) end --- @param m MarioState local function prediction_act_dm_water_movement(m) if (not cl_disableAccelPred) then SV_WaterMovement(m) end local scale = m.forwardVel if (scale < 10) then set_character_animation(m, CHAR_ANIM_WATER_IDLE) else set_character_anim_with_accel(m, CHAR_ANIM_FLUTTERKICK, scale*0x800) end if (vec3f_length(m.vel) <= 10) then m.forwardVel = 0 return end m.forwardVel = vec3f_length(vec3_qscale(m.vel,sv_scalerate,0,sv_scalerate)) SV_PlayerMovement_Scale(m,false) local stepResult = perform_air_step(m,0) SV_PlayerMovement_Scale(m,true) end --- @param m MarioState local function prediction_act_dm_ground_pound(m) set_character_animation(m, CHAR_ANIM_TRIPLE_JUMP_GROUND_POUND) SV_UserGravityEx(m,1.0,0.75) SV_PlayerMovement_Scale(m,false) local stepResult = perform_air_step(m,0) SV_PlayerMovement_Scale(m,true) if (stepResult == AIR_STEP_LANDED) then if (m.floor ~= nil) then play_mario_heavy_landing_sound(m, SOUND_ACTION_TERRAIN_HEAVY_LANDING) set_mario_particle_flags(m, (PARTICLE_MIST_CIRCLE | PARTICLE_HORIZONTAL_STAR), false) if (m.controller.buttonDown & A_BUTTON) ~= 0 then play_character_sound(m,CHAR_SOUND_YAHOO) end end end end --- @param m MarioState local function prediction_act_dm_pole_movement(m) set_character_animation(m, CHAR_ANIM_IDLE_ON_POLE) SV_PlayerMovement_Scale(m,false) local stepResult = perform_air_step(m,0) SV_PlayerMovement_Scale(m,true) end --- @param m MarioState function act_dm_grounded_movement(m) if (m.playerIndex == 0) then return local_act_dm_grounded_movement(m) else return prediction_act_dm_grounded_movement(m) end end --- @param m MarioState function act_dm_air_movement(m) if (m.playerIndex == 0) then return local_act_dm_air_movement(m) else return prediction_act_dm_air_movement(m) end end --- @param m MarioState function act_dm_water_movement(m) if (m.playerIndex == 0) then return local_act_dm_water_movement(m) else return prediction_act_dm_water_movement(m) end end --- @param m MarioState function act_dm_ground_pound(m) if (m.playerIndex == 0) then return local_act_dm_ground_pound(m) else return prediction_act_dm_ground_pound(m) end end --- @param m MarioState function act_dm_pole_movement(m) if (m.playerIndex == 0) then return local_act_dm_pole_movement(m) else return prediction_act_dm_pole_movement(m) end end