Restore vanilla angle checks for kick/pick
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02cb879b71
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@ -196,7 +196,7 @@ s16 mario_obj_angle_to_object(struct MarioState *m, struct Object *o) {
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* Determines Mario's interaction with a given object depending on their proximity,
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* action, speed, and position.
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*/
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u32 determine_interaction(struct MarioState *m, struct Object *o) {
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static u32 determine_interaction_internal(struct MarioState *m, struct Object *o, u8 isPVP) {
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u32 interaction = 0;
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u32 action = m->action;
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@ -212,10 +212,16 @@ u32 determine_interaction(struct MarioState *m, struct Object *o) {
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s16 dYawToObject = mario_obj_angle_to_object(m, o) - m->faceAngle[1];
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if (m->flags & MARIO_PUNCHING) {
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interaction = INT_PUNCH;
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// 120 degrees total, or 60 each way
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if (isPVP || (-0x2AAA <= dYawToObject && dYawToObject <= 0x2AAA)) {
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interaction = INT_PUNCH;
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}
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}
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if (m->flags & MARIO_KICKING) {
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interaction = INT_KICK;
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// 120 degrees total, or 60 each way
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if (isPVP || (-0x2AAA <= dYawToObject && dYawToObject <= 0x2AAA)) {
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interaction = INT_KICK;
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}
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}
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if (m->flags & MARIO_TRIPPING) {
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// 180 degrees total, or 90 each way
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@ -223,6 +229,7 @@ u32 determine_interaction(struct MarioState *m, struct Object *o) {
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interaction = INT_TRIP;
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}
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}
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} else if (action == ACT_GROUND_POUND || action == ACT_TWIRLING) {
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if (m->vel[1] < 0.0f) {
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interaction = INT_GROUND_POUND_OR_TWIRL;
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@ -262,6 +269,14 @@ u32 determine_interaction(struct MarioState *m, struct Object *o) {
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return interaction;
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}
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u32 determine_interaction(struct MarioState *m, struct Object *o) {
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return determine_interaction_internal(m, o, FALSE);
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}
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u32 determine_interaction_pvp(struct MarioState *m, struct Object *o) {
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return determine_interaction_internal(m, o, TRUE);
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}
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/**
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* Sets the interaction types for INT_STATUS_INTERACTED, INT_STATUS_WAS_ATTACKED
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*/
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@ -1427,7 +1442,7 @@ u32 interact_player_pvp(struct MarioState* attacker, struct MarioState* victim)
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}
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// see if it was an attack
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u32 interaction = determine_interaction(attacker, cVictim->marioObj);
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u32 interaction = determine_interaction_pvp(attacker, cVictim->marioObj);
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if (!(interaction & INT_ANY_ATTACK) || (interaction & INT_HIT_FROM_ABOVE) || !passes_pvp_interaction_checks(attacker, cVictim)) {
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return FALSE;
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}
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