128 lines
2.9 KiB
Lua
128 lines
2.9 KiB
Lua
function clamp(v, min, max)
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if v < min then return min end
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if v > max then return max end
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return v
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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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function active_player(m)
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local np = gNetworkPlayers[m.playerIndex]
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if m.playerIndex == 0 then
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return true
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end
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if not np.connected then
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return false
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end
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return is_player_active(m)
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end
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function vec3f_tween(a, b, mult)
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if mult < 0 then mult = 0 end
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if mult > 1 then mult = 1 end
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local amult = 1 - mult
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return {
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x = a.x * amult + b.x * mult,
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y = a.y * amult + b.y * mult,
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z = a.z * amult + b.z * mult,
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}
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end
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function obj_set_vec3f(obj, v)
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if obj == nil or v == nil then return end
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obj.oPosX = v.x
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obj.oPosY = v.y
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obj.oPosZ = v.z
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end
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function get_last_waypoint_index()
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local index = 1
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while gLevelData.waypoints[index + 1] ~= nil do
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index = index + 1
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end
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return index
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end
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function get_waypoint(i)
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return gLevelData.waypoints[get_waypoint_index(i)]
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end
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function get_waypoint_index(i)
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local lastIndex = get_last_waypoint_index()
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i = ((i - 1) % lastIndex) + 1
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if gLevelData.waypoints[i] == nil then
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return 1
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end
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return i
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end
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function vec3f_non_nan(v)
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if v.x ~= v.x then v.x = 0 end
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if v.y ~= v.y then v.y = 0 end
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if v.z ~= v.z then v.z = 0 end
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end
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function vec3f_angle_between(a, b)
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return math.acos(vec3f_dot(a, b) / (vec3f_length(a) * vec3f_length(b)))
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end
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function is_riding(m)
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return (m.action == ACT_RIDING_SHELL_GROUND) or (m.action == ACT_RIDING_SHELL_FALL) or (m.action == ACT_RIDING_SHELL_JUMP)
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end
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function is_in_local_area(m)
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local np1 = gNetworkPlayers[0]
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local np2 = gNetworkPlayers[m.playerIndex]
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return (np1.currCourseNum == np2.currCourseNum) and (np1.currLevelNum == np2.currLevelNum) and (np1.currAreaIndex == np2.currAreaIndex) and (np1.currActNum == np2.currActNum)
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end
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function spawn_mist(obj)
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local spi = obj_get_temp_spawn_particles_info(E_MODEL_MIST)
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if spi == nil then
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return nil
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end
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spi.behParam = 3
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spi.count = 5
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spi.offsetY = 25
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spi.forwardVelBase = 6
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spi.forwardVelRange = -6
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spi.velYBase = 6
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spi.velYRange = -6
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spi.gravity = 0
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spi.dragStrength = 5
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spi.sizeBase = 10
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spi.sizeRange = 16
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cur_obj_spawn_particles(spi)
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end
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function spawn_triangles(obj)
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spawn_non_sync_object(id_bhvTriangleParticleSpawner, E_MODEL_NONE,
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obj.oPosX,
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obj.oPosY,
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obj.oPosZ,
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nil)
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end
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function spawn_sparkles(obj)
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for i = 0, 5 do
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spawn_non_sync_object(id_bhvSparkleSpawn, E_MODEL_NONE,
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obj.oPosX + math.random(-100, 100),
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obj.oPosY + math.random(-100, 100),
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obj.oPosZ + math.random(-100, 100),
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nil)
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end
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end |