Make enemy lakitu and wiggler respect their home radius again
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26a3dcec23
commit
2137f95c34
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@ -25,7 +25,7 @@ static struct ObjectHitbox sEnemyLakituHitbox = {
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*/
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*/
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static void enemy_lakitu_act_uninitialized(void) {
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static void enemy_lakitu_act_uninitialized(void) {
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struct Object *player = nearest_player_to_object(o);
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struct Object *player = nearest_player_to_object(o);
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s32 distanceToPlayer = player ? dist_between_objects(o, player) : 10000;
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s32 distanceToPlayer = player ? dist_between_objects(o, player) : 25000;
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if (distanceToPlayer < 2000.0f) {
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if (distanceToPlayer < 2000.0f) {
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spawn_object_relative_with_scale(CLOUD_BP_LAKITU_CLOUD, 0, 0, 0, 2.0f, o, MODEL_MIST, bhvCloud);
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spawn_object_relative_with_scale(CLOUD_BP_LAKITU_CLOUD, 0, 0, 0, 2.0f, o, MODEL_MIST, bhvCloud);
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@ -66,7 +66,7 @@ static void enemy_lakitu_update_vel_y(f32 offsetY) {
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static void enemy_lakitu_update_speed_and_angle(void) {
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static void enemy_lakitu_update_speed_and_angle(void) {
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struct MarioState* marioState = nearest_mario_state_to_object(o);
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struct MarioState* marioState = nearest_mario_state_to_object(o);
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struct Object* player = marioState ? marioState->marioObj : NULL;
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struct Object* player = marioState ? marioState->marioObj : NULL;
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s32 distanceToPlayer = player ? dist_between_objects(o, player) : 10000;
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s32 distanceToPlayer = player ? dist_between_objects(o, player) : 25000;
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s32 angleToPlayer = player ? obj_angle_to_object(o, player) : 0;
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s32 angleToPlayer = player ? obj_angle_to_object(o, player) : 0;
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f32 minSpeed = 0;
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f32 minSpeed = 0;
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@ -109,7 +109,7 @@ static void enemy_lakitu_update_speed_and_angle(void) {
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static void enemy_lakitu_sub_act_no_spiny(void) {
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static void enemy_lakitu_sub_act_no_spiny(void) {
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struct MarioState* marioState = nearest_mario_state_to_object(o);
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struct MarioState* marioState = nearest_mario_state_to_object(o);
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struct Object* player = marioState ? marioState->marioObj : NULL;
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struct Object* player = marioState ? marioState->marioObj : NULL;
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s32 distanceToPlayer = player ? dist_between_objects(o, player) : 10000;
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s32 distanceToPlayer = player ? dist_between_objects(o, player) : 25000;
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s32 angleToPlayer = player ? obj_angle_to_object(o, player) : 0;
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s32 angleToPlayer = player ? obj_angle_to_object(o, player) : 0;
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treat_far_home_as_mario(2000.0f, &distanceToPlayer, &angleToPlayer);
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treat_far_home_as_mario(2000.0f, &distanceToPlayer, &angleToPlayer);
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@ -155,7 +155,7 @@ static void enemy_lakitu_sub_act_hold_spiny(void) {
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}
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}
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struct Object* player = nearest_player_to_object(o);
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struct Object* player = nearest_player_to_object(o);
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s32 distanceToPlayer = player ? dist_between_objects(o, player) : 10000;
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s32 distanceToPlayer = player ? dist_between_objects(o, player) : 25000;
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s32 angleToPlayer = player ? obj_angle_to_object(o, player) : 0;
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s32 angleToPlayer = player ? obj_angle_to_object(o, player) : 0;
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treat_far_home_as_mario(2000.0f, &distanceToPlayer, &angleToPlayer);
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treat_far_home_as_mario(2000.0f, &distanceToPlayer, &angleToPlayer);
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@ -224,7 +224,7 @@ static void enemy_lakitu_act_main(void) {
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}
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}
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struct Object* player = nearest_player_to_object(o);
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struct Object* player = nearest_player_to_object(o);
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s32 distanceToPlayer = player ? dist_between_objects(o, player) : 10000;
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s32 distanceToPlayer = player ? dist_between_objects(o, player) : 25000;
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if (distanceToPlayer <= o->oDrawingDistance) {
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if (distanceToPlayer <= o->oDrawingDistance) {
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cur_obj_move_standard(78);
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cur_obj_move_standard(78);
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}
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}
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@ -216,8 +216,9 @@ void wiggler_update_segments(void) {
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static void wiggler_act_walk(void) {
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static void wiggler_act_walk(void) {
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struct MarioState *marioState = nearest_mario_state_to_object(o);
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struct MarioState *marioState = nearest_mario_state_to_object(o);
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struct Object* player = marioState ? marioState->marioObj : NULL;
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struct Object* player = marioState ? marioState->marioObj : NULL;
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s32 distanceToPlayer = player ? dist_between_objects(o, player) : 10000;
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s32 distanceToPlayer = player ? dist_between_objects(o, player) : 25000;
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s32 angleToPlayer = player ? obj_angle_to_object(o, player) : 0;
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s32 angleToPlayer = player ? obj_angle_to_object(o, player) : 0;
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treat_far_home_as_mario(1200.0f, &distanceToPlayer, &angleToPlayer);
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o->oWigglerWalkAnimSpeed = 0.06f * o->oForwardVel;
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o->oWigglerWalkAnimSpeed = 0.06f * o->oForwardVel;
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@ -481,7 +482,7 @@ void bhv_wiggler_update(void) {
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}
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}
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struct Object* player = nearest_player_to_object(o);
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struct Object* player = nearest_player_to_object(o);
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s32 distanceToPlayer = player ? dist_between_objects(o, player) : 10000;
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s32 distanceToPlayer = player ? dist_between_objects(o, player) : 25000;
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s32 angleToPlayer = player ? obj_angle_to_object(o, player) : 0;
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s32 angleToPlayer = player ? obj_angle_to_object(o, player) : 0;
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o->oDistanceToMario = distanceToPlayer;
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o->oDistanceToMario = distanceToPlayer;
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o->oAngleToMario = angleToPlayer;
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o->oAngleToMario = angleToPlayer;
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