Made rumble only happen for local events

This commit is contained in:
MysterD 2020-08-13 18:49:24 -07:00
parent 91b064a9cb
commit 73d8837607
19 changed files with 114 additions and 92 deletions

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@ -39,7 +39,7 @@ void cap_switch_act_2(void) {
cur_obj_shake_screen(SHAKE_POS_SMALL);
spawn_mist_particles();
spawn_triangle_break_particles(60, 139, 0.3f, o->oBehParams2ndByte);
queue_rumble_data(5, 80);
queue_rumble_data_object(o, 5, 80);
}
} else {
struct MarioState* marioState = nearest_mario_state_to_object(o);

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@ -79,7 +79,7 @@ void exclamation_box_act_2(void) {
o->oGravity = -8.0f;
o->oFloorHeight = o->oPosY;
o->oAction = 3;
queue_rumble_data(5, 80);
queue_rumble_data_object(o, 5, 80);
}
}
load_object_collision_model();

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@ -47,7 +47,7 @@ void bhv_purple_switch_loop(void) {
cur_obj_play_sound_2(SOUND_GENERAL2_PURPLE_SWITCH);
o->oAction = PURPLE_SWITCH_TICKING;
cur_obj_shake_screen(SHAKE_POS_SMALL);
queue_rumble_data(5, 80);
queue_rumble_data_object(o, 5, 80);
}
break;
/**

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@ -22,7 +22,7 @@ void bhv_star_door_loop(void) {
case 1:
if (o->oTimer == 0 && (s16)(o->oMoveAngleYaw) >= 0) {
cur_obj_play_sound_2(SOUND_GENERAL_STAR_DOOR_OPEN);
queue_rumble_data(35, 30);
queue_rumble_data_object(o, 35, 30);
}
cur_obj_become_intangible();
o->oUnkBC = -8.0f;
@ -37,7 +37,7 @@ void bhv_star_door_loop(void) {
case 3:
if (o->oTimer == 0 && (s16)(o->oMoveAngleYaw) >= 0) {
cur_obj_play_sound_2(SOUND_GENERAL_STAR_DOOR_CLOSE);
queue_rumble_data(35, 30);
queue_rumble_data_object(o, 35, 30);
}
o->oUnkBC = 8.0f;
star_door_update_pos();

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@ -40,7 +40,7 @@ void water_level_pillar_undrained(void) {
(s32) approach_f32_symmetric(gEnvironmentLevels[2], -2450.0f, 5.0f);
gEnvironmentLevels[0] =
(s32) approach_f32_symmetric(gEnvironmentLevels[0], -2450.0f, 5.0f);
reset_rumble_timers_2(2);
reset_rumble_timers_2(&gMarioStates[0], 2);
} else
o->oAction++;
break;

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@ -49,7 +49,7 @@ void bhv_water_level_diamond_loop(void) {
cur_obj_play_sound_1(SOUND_ENV_WATER_DRAIN); // same as above
}
o->oAngleVelYaw = 0x800;
reset_rumble_timers_2(2);
reset_rumble_timers_2(&gMarioStates[0], 2);
}
break;
case WATER_LEVEL_DIAMOND_ACT_IDLE_SPINNING:

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@ -704,7 +704,7 @@ u32 take_damage_from_interact_object(struct MarioState *m) {
m->hurtCounter += 4 * damage;
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
set_camera_shake_from_hit(shake);
return damage;
}
@ -766,7 +766,7 @@ u32 interact_coin(struct MarioState *m, UNUSED u32 interactType, struct Object *
}
if (o->oDamageOrCoinValue >= 2) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
}
network_send_collect_coin(o);
@ -791,7 +791,7 @@ u32 interact_star_or_key(struct MarioState *m, UNUSED u32 interactType, struct O
if (m->health >= 0x100) {
mario_stop_riding_and_holding(m);
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
if (!noExit) {
m->hurtCounter = 0;
@ -907,10 +907,10 @@ u32 interact_warp(struct MarioState *m, UNUSED u32 interactType, struct Object *
if (o->collisionData == segmented_to_virtual(warp_pipe_seg3_collision_03009AC8)) {
play_sound(SOUND_MENU_ENTER_PIPE, m->marioObj->header.gfx.cameraToObject);
queue_rumble_data(15, 80);
queue_rumble_data_mario(m, 15, 80);
} else {
play_sound(SOUND_MENU_ENTER_HOLE, m->marioObj->header.gfx.cameraToObject);
queue_rumble_data(12, 80);
queue_rumble_data_mario(m, 12, 80);
}
mario_stop_riding_object(m);
@ -1133,7 +1133,7 @@ u32 interact_tornado(struct MarioState *m, UNUSED u32 interactType, struct Objec
marioObj->oMarioTornadoPosY = m->pos[1] - o->oPosY;
play_sound(SOUND_MARIO_WAAAOOOW, m->marioObj->header.gfx.cameraToObject);
queue_rumble_data(30, 60);
queue_rumble_data_mario(m, 30, 60);
return set_mario_action(m, ACT_TORNADO_TWIRLING, m->action == ACT_TWIRLING);
}
@ -1155,7 +1155,7 @@ u32 interact_whirlpool(struct MarioState *m, UNUSED u32 interactType, struct Obj
marioObj->oMarioWhirlpoolPosY = m->pos[1] - o->oPosY;
play_sound(SOUND_MARIO_WAAAOOOW, m->marioObj->header.gfx.cameraToObject);
queue_rumble_data(30, 60);
queue_rumble_data_mario(m, 30, 60);
return set_mario_action(m, ACT_CAUGHT_IN_WHIRLPOOL, 0);
}
@ -1190,7 +1190,7 @@ u32 interact_flame(struct MarioState *m, UNUSED u32 interactType, struct Object
if (!sInvulnerable && !(m->flags & MARIO_METAL_CAP) && !(m->flags & MARIO_VANISH_CAP)
&& !(o->oInteractionSubtype & get_invincibility_flag(m))) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
o->oInteractStatus = INT_STATUS_INTERACTED;
m->interactObj = o;
@ -1267,7 +1267,7 @@ u32 interact_bully(struct MarioState *m, UNUSED u32 interactType, struct Object
m->interactObj = o;
if (interaction & INT_ATTACK_NOT_FROM_BELOW) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
push_mario_out_of_object(m, o, 5.0f);
m->forwardVel = -16.0f;
@ -1290,7 +1290,7 @@ u32 interact_bully(struct MarioState *m, UNUSED u32 interactType, struct Object
push_mario_out_of_object(m, o, 5.0f);
drop_and_set_mario_action(m, bully_knock_back_mario(m), 0);
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
return TRUE;
}
@ -1308,7 +1308,7 @@ u32 interact_shock(struct MarioState *m, UNUSED u32 interactType, struct Object
take_damage_from_interact_object(m);
play_sound(SOUND_MARIO_ATTACKED, m->marioObj->header.gfx.cameraToObject);
queue_rumble_data(70, 60);
queue_rumble_data_mario(m, 70, 60);
if (m->action & (ACT_FLAG_SWIMMING | ACT_FLAG_METAL_WATER)) {
return drop_and_set_mario_action(m, ACT_WATER_SHOCKED, 0);
@ -1354,7 +1354,7 @@ u32 interact_hit_from_below(struct MarioState *m, UNUSED u32 interactType, struc
}
if (interaction & INT_ANY_ATTACK) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
attack_object(o, interaction);
bounce_back_from_attack(m, interaction);
@ -1393,7 +1393,7 @@ u32 interact_bounce_top(struct MarioState *m, UNUSED u32 interactType, struct Ob
}
if (interaction & INT_ATTACK_NOT_FROM_BELOW) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
attack_object(o, interaction);
bounce_back_from_attack(m, interaction);
@ -1510,7 +1510,7 @@ u32 check_object_grab_mario(struct MarioState *m, UNUSED u32 interactType, struc
update_mario_sound_and_camera(m);
play_sound(SOUND_MARIO_OOOF, m->marioObj->header.gfx.cameraToObject);
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
return set_mario_action(m, ACT_GRABBED, 0);
}
}
@ -1559,7 +1559,7 @@ u32 interact_pole(struct MarioState *m, UNUSED u32 interactType, struct Object *
marioObj->oMarioPoleYawVel = (s32)(m->forwardVel * 0x100 + 0x1000);
#endif
reset_mario_pitch(m);
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
return set_mario_action(m, ACT_GRAB_POLE_FAST, 0);
}
}
@ -1582,7 +1582,7 @@ u32 interact_hoot(struct MarioState *m, UNUSED u32 interactType, struct Object *
m->usedObj = o;
o->heldByPlayerIndex = 0;
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
update_mario_sound_and_camera(m);
return set_mario_action(m, ACT_RIDING_HOOT, 0);
}

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@ -1556,7 +1556,7 @@ void update_mario_health(struct MarioState *m) {
if (!gRumblePakTimer) {
gRumblePakTimer = 36;
if (is_rumble_finished_and_queue_empty()) {
queue_rumble_data(3, 30);
queue_rumble_data_mario(m, 3, 30);
}
}
} else {
@ -1739,14 +1739,14 @@ static void debug_update_mario_cap(u16 button, s32 flags, u16 capTimer, u16 capM
void func_sh_8025574C(void) {
if (gMarioState->particleFlags & PARTICLE_HORIZONTAL_STAR) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(gMarioState, 5, 80);
} else if (gMarioState->particleFlags & PARTICLE_VERTICAL_STAR) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(gMarioState, 5, 80);
} else if (gMarioState->particleFlags & PARTICLE_TRIANGLE) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(gMarioState, 5, 80);
}
if(gMarioState->heldObj && gMarioState->heldObj->behavior == segmented_to_virtual(bhvBobomb)) {
reset_rumble_timers();
reset_rumble_timers(gMarioState);
}
}

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@ -85,7 +85,7 @@ s32 check_fall_damage(struct MarioState *m, u32 hardFallAction) {
if (m->vel[1] < -55.0f) {
if (fallHeight > 3000.0f) {
m->hurtCounter += (m->flags & MARIO_CAP_ON_HEAD) ? 16 : 24;
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
set_camera_shake_from_hit(SHAKE_FALL_DAMAGE);
play_sound(SOUND_MARIO_ATTACKED, m->marioObj->header.gfx.cameraToObject);
return drop_and_set_mario_action(m, hardFallAction, 4);
@ -93,7 +93,7 @@ s32 check_fall_damage(struct MarioState *m, u32 hardFallAction) {
m->hurtCounter += (m->flags & MARIO_CAP_ON_HEAD) ? 8 : 12;
m->squishTimer = 30;
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
set_camera_shake_from_hit(SHAKE_FALL_DAMAGE);
play_sound(SOUND_MARIO_ATTACKED, m->marioObj->header.gfx.cameraToObject);
}
@ -136,7 +136,7 @@ s32 check_fall_damage_or_get_stuck(struct MarioState *m, u32 hardFallAction) {
m->particleFlags |= PARTICLE_MIST_CIRCLE;
drop_and_set_mario_action(m, ACT_FEET_STUCK_IN_GROUND, 0);
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
return TRUE;
}
@ -386,7 +386,7 @@ u32 common_air_action_step(struct MarioState *m, u32 landAction, s32 animation,
set_mario_animation(m, animation);
if (m->forwardVel > 16.0f) {
queue_rumble_data(5, 40);
queue_rumble_data_mario(m, 5, 40);
mario_bonk_reflection(m, FALSE);
m->faceAngle[1] += 0x8000;
@ -493,7 +493,7 @@ s32 act_triple_jump(struct MarioState *m) {
common_air_action_step(m, ACT_TRIPLE_JUMP_LAND, MARIO_ANIM_TRIPLE_JUMP, 0);
if (m->action == ACT_TRIPLE_JUMP_LAND) {
queue_rumble_data(5, 40);
queue_rumble_data_mario(m, 5, 40);
}
play_flip_sounds(m, 2, 8, 20);
return FALSE;
@ -508,7 +508,7 @@ s32 act_backflip(struct MarioState *m) {
common_air_action_step(m, ACT_BACKFLIP_LAND, MARIO_ANIM_BACKFLIP, 0);
if (m->action == ACT_BACKFLIP_LAND) {
queue_rumble_data(5, 40);
queue_rumble_data_mario(m, 5, 40);
}
play_flip_sounds(m, 2, 3, 17);
return FALSE;
@ -639,7 +639,7 @@ s32 act_long_jump(struct MarioState *m) {
common_air_action_step(m, ACT_LONG_JUMP_LAND, animation, AIR_STEP_CHECK_LEDGE_GRAB);
if (m->action == ACT_LONG_JUMP_LAND) {
queue_rumble_data(5, 40);
queue_rumble_data_mario(m, 5, 40);
}
return FALSE;
}
@ -743,7 +743,7 @@ s32 act_dive(struct MarioState *m) {
case AIR_STEP_LANDED:
if (should_get_stuck_in_ground(m) && m->faceAngle[0] == -0x2AAA) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
#ifdef VERSION_JP
play_sound(SOUND_MARIO_OOOF, m->marioObj->header.gfx.cameraToObject);
#else
@ -939,7 +939,7 @@ s32 act_ground_pound(struct MarioState *m) {
stepResult = perform_air_step(m, 0);
if (stepResult == AIR_STEP_LANDED) {
if (should_get_stuck_in_ground(m)) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
#ifdef VERSION_JP
play_sound(SOUND_MARIO_OOOF, m->marioObj->header.gfx.cameraToObject);
#else
@ -994,7 +994,7 @@ s32 act_burning_jump(struct MarioState *m) {
}
}
reset_rumble_timers();
reset_rumble_timers(m);
return FALSE;
}
@ -1020,7 +1020,7 @@ s32 act_burning_fall(struct MarioState *m) {
}
}
reset_rumble_timers();
reset_rumble_timers(m);
return FALSE;
}
@ -1069,7 +1069,7 @@ s32 act_crazy_box_bounce(struct MarioState *m) {
m->heldObj = NULL;
set_mario_action(m, ACT_STOMACH_SLIDE, 0);
}
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
m->particleFlags |= PARTICLE_MIST_CIRCLE;
break;
@ -1100,7 +1100,7 @@ u32 common_air_knockback_step(struct MarioState *m, u32 landAction, u32 hardFall
case AIR_STEP_LANDED:
if (m->action == ACT_SOFT_BONK) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
}
if (!check_fall_damage_or_get_stuck(m, hardFallAction)) {
#ifndef VERSION_JP
@ -1502,7 +1502,7 @@ s32 act_hold_butt_slide_air(struct MarioState *m) {
s32 act_lava_boost(struct MarioState *m) {
if (!(m->flags & MARIO_MARIO_SOUND_PLAYED)) {
play_sound_if_no_flag(m, SOUND_MARIO_ON_FIRE, MARIO_MARIO_SOUND_PLAYED);
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
}
play_sound_if_no_flag(m, SOUND_MARIO_ON_FIRE, MARIO_MARIO_SOUND_PLAYED);
@ -1521,7 +1521,7 @@ s32 act_lava_boost(struct MarioState *m) {
}
m->vel[1] = 84.0f;
play_sound(SOUND_MARIO_ON_FIRE, m->marioObj->header.gfx.cameraToObject);
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
} else {
play_mario_heavy_landing_sound(m, SOUND_ACTION_TERRAIN_BODY_HIT_GROUND);
if (m->actionState < 2 && m->vel[1] < 0.0f) {
@ -1558,7 +1558,7 @@ s32 act_lava_boost(struct MarioState *m) {
m->marioBodyState->eyeState = MARIO_EYES_DEAD;
reset_rumble_timers();
reset_rumble_timers(m);
return FALSE;
}
@ -1683,7 +1683,7 @@ s32 act_shot_from_cannon(struct MarioState *m) {
}
}
#endif
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
break;
case AIR_STEP_HIT_WALL:
@ -1728,7 +1728,7 @@ s32 act_shot_from_cannon(struct MarioState *m) {
m->particleFlags |= PARTICLE_DUST;
}
reset_rumble_timers();
reset_rumble_timers(m);
return FALSE;
}
@ -1831,7 +1831,7 @@ s32 act_flying(struct MarioState *m) {
gLakituState.mode = CAMERA_MODE_NEWCAM;
}
#endif
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
break;
case AIR_STEP_HIT_WALL:
@ -1894,7 +1894,7 @@ s32 act_flying(struct MarioState *m) {
play_sound(SOUND_MARIO_YAHOO_WAHA_YIPPEE + ((gAudioRandom % 5) << 16),
m->marioObj->header.gfx.cameraToObject);
#endif
queue_rumble_data(50, 40);
queue_rumble_data_mario(m, 50, 40);
}
play_sound(SOUND_MOVING_FLYING, m->marioObj->header.gfx.cameraToObject);
@ -1916,7 +1916,7 @@ s32 act_riding_hoot(struct MarioState *m) {
m->usedObj->oHootMarioReleaseTime = gGlobalTimer;
play_sound_if_no_flag(m, SOUND_MARIO_UH, MARIO_MARIO_SOUND_PLAYED);
queue_rumble_data(4, 40);
queue_rumble_data_mario(m, 4, 40);
return set_mario_action(m, ACT_FREEFALL, 0);
}
@ -1982,7 +1982,7 @@ s32 act_flying_triple_jump(struct MarioState *m) {
if (is_anim_past_end(m)) {
set_mario_animation(m, MARIO_ANIM_FORWARD_SPINNING);
queue_rumble_data(8, 80);
queue_rumble_data_mario(m, 8, 80);
m->actionState = 1;
}
}
@ -2055,7 +2055,7 @@ s32 act_vertical_wind(struct MarioState *m) {
set_mario_animation(m, MARIO_ANIM_FORWARD_SPINNING_FLIP);
if (m->marioObj->header.gfx.unk38.animFrame == 1) {
play_sound(SOUND_ACTION_SPIN, m->marioObj->header.gfx.cameraToObject);
queue_rumble_data(8, 80);
queue_rumble_data_mario(m, 8, 80);
}
if (is_anim_past_end(m)) {

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@ -174,7 +174,7 @@ s32 act_holding_pole(struct MarioState *m) {
}
}
play_climbing_sounds(m, 2);
reset_rumble_timers();
reset_rumble_timers(m);
func_80320A4C(1, marioObj->oMarioPoleYawVel / 0x100 * 2);
} else {
marioObj->oMarioPoleYawVel = 0;
@ -392,7 +392,7 @@ void update_hang_stationary(struct MarioState *m) {
s32 act_start_hanging(struct MarioState *m) {
if (m->actionTimer++ == 0) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
}
if ((m->input & INPUT_NONZERO_ANALOG) && m->actionTimer >= 31) {
@ -472,7 +472,7 @@ s32 act_hang_moving(struct MarioState *m) {
if (m->marioObj->header.gfx.unk38.animFrame == 12) {
play_sound(SOUND_ACTION_HANGING_STEP, m->marioObj->header.gfx.cameraToObject);
queue_rumble_data(5, 30);
queue_rumble_data_mario(m, 5, 30);
}
if (is_anim_past_end(m)) {
@ -665,7 +665,7 @@ s32 act_grabbed(struct MarioState *m) {
}
vec3f_copy(m->pos, m->marioObj->header.gfx.pos);
queue_rumble_data(5, 60);
queue_rumble_data_mario(m, 5, 60);
m->heldByObj = NULL;
return set_mario_action(m, (m->forwardVel >= 0.0f) ? ACT_THROWN_FORWARD : ACT_THROWN_BACKWARD,
@ -749,13 +749,13 @@ s32 act_in_cannon(struct MarioState *m) {
m->marioObj->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE;
set_mario_action(m, ACT_SHOT_FROM_CANNON, 0);
queue_rumble_data(60, 70);
queue_rumble_data_mario(m, 60, 70);
m->usedObj->oAction = 2;
return FALSE;
} else {
if (m->faceAngle[0] != startFacePitch || m->faceAngle[1] != startFaceYaw) {
play_sound(SOUND_MOVING_AIM_CANNON, m->marioObj->header.gfx.cameraToObject);
reset_rumble_timers_2(0);
reset_rumble_timers_2(m, 0);
}
}
}
@ -844,7 +844,7 @@ s32 act_tornado_twirling(struct MarioState *m) {
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1] + m->twirlYaw, 0);
reset_rumble_timers();
reset_rumble_timers(m);
return FALSE;
}

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@ -1200,7 +1200,7 @@ s32 act_death_exit(struct MarioState *m) {
#else
play_sound(SOUND_MARIO_OOOF2, m->marioObj->header.gfx.cameraToObject);
#endif
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
m->numLives--;
// restore 7.75 units of health
m->healCounter = 31;
@ -1233,7 +1233,7 @@ s32 act_falling_death_exit(struct MarioState *m) {
#else
play_sound(SOUND_MARIO_OOOF2, m->marioObj->header.gfx.cameraToObject);
#endif
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
m->numLives--;
// restore 7.75 units of health
m->healCounter = 31;
@ -1278,7 +1278,7 @@ s32 act_special_death_exit(struct MarioState *m) {
}
if (launch_mario_until_land(m, ACT_HARD_BACKWARD_GROUND_KB, MARIO_ANIM_BACKWARD_AIR_KB, -24.0f)) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
m->numLives--;
m->healCounter = 31;
}
@ -1362,7 +1362,7 @@ s32 act_bbh_enter_spin(struct MarioState *m) {
m->flags &= ~MARIO_UNKNOWN_08;
if (perform_air_step(m, 0) == AIR_STEP_LANDED) {
level_trigger_warp(m, WARP_OP_UNKNOWN_02);
queue_rumble_data(15, 80);
queue_rumble_data_mario(m, 15, 80);
m->actionState = 4;
}
if (m->actionState == 2) {
@ -1429,7 +1429,7 @@ s32 act_teleport_fade_out(struct MarioState *m) {
: MARIO_ANIM_FIRST_PERSON);
if (m->actionTimer == 0) {
queue_rumble_data(30, 70);
queue_rumble_data_mario(m, 30, 70);
func_sh_8024C89C(2);
}
@ -1456,7 +1456,7 @@ s32 act_teleport_fade_in(struct MarioState *m) {
set_mario_animation(m, MARIO_ANIM_FIRST_PERSON);
if (m->actionTimer == 0) {
queue_rumble_data(30, 70);
queue_rumble_data_mario(m, 30, 70);
func_sh_8024C89C(2);
}
@ -1553,7 +1553,7 @@ s32 act_squished(struct MarioState *m) {
// Both of the 1.8's are really floats, but one of them has to
// be written as a double for this to match on EU.
vec3f_set(m->marioObj->header.gfx.scale, 1.8, 0.05f, 1.8f);
queue_rumble_data(10, 80);
queue_rumble_data_mario(m, 10, 80);
m->actionState = 1;
}
break;
@ -1661,7 +1661,7 @@ void stuck_in_ground_handler(struct MarioState *m, s32 animation, s32 unstuckFra
if (animFrame == -1) {
play_sound_and_spawn_particles(m, SOUND_ACTION_TERRAIN_STUCK_IN_GROUND, 1);
} else if (animFrame == unstuckFrame) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
play_sound_and_spawn_particles(m, SOUND_ACTION_UNSTUCK_FROM_GROUND, 1);
} else if (animFrame == target2 || animFrame == target3) {
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING);

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@ -1253,7 +1253,7 @@ s32 act_riding_shell_ground(struct MarioState *m) {
adjust_sound_for_speed(m);
reset_rumble_timers();
reset_rumble_timers(m);
return FALSE;
}
@ -1362,7 +1362,7 @@ s32 act_burning_ground(struct MarioState *m) {
m->marioBodyState->eyeState = MARIO_EYES_DEAD;
reset_rumble_timers();
reset_rumble_timers(m);
return FALSE;
}
@ -1378,7 +1378,7 @@ void common_slide_action(struct MarioState *m, u32 endAction, u32 airAction, s32
vec3f_copy(val14, m->pos);
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m->terrainSoundAddend, m->marioObj->header.gfx.cameraToObject);
reset_rumble_timers();
reset_rumble_timers(m);
adjust_sound_for_speed(m);
@ -1502,7 +1502,7 @@ s32 act_crouch_slide(struct MarioState *m) {
s32 act_slide_kick_slide(struct MarioState *m) {
if (m->input & INPUT_A_PRESSED) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
return set_jumping_action(m, ACT_FORWARD_ROLLOUT, 0);
}
@ -1532,7 +1532,7 @@ s32 act_slide_kick_slide(struct MarioState *m) {
s32 stomach_slide_action(struct MarioState *m, u32 stopAction, u32 airAction, s32 animation) {
if (m->actionTimer == 5) {
if (!(m->input & INPUT_ABOVE_SLIDE) && (m->input & (INPUT_A_PRESSED | INPUT_B_PRESSED))) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
return drop_and_set_mario_action(
m, m->forwardVel >= 0.0f ? ACT_FORWARD_ROLLOUT : ACT_BACKWARD_ROLLOUT, 0);
}
@ -1566,7 +1566,7 @@ s32 act_hold_stomach_slide(struct MarioState *m) {
s32 act_dive_slide(struct MarioState *m) {
if (!(m->input & INPUT_ABOVE_SLIDE) && (m->input & (INPUT_A_PRESSED | INPUT_B_PRESSED))) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
return set_mario_action(m, m->forwardVel > 0.0f ? ACT_FORWARD_ROLLOUT : ACT_BACKWARD_ROLLOUT,
0);
}

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@ -267,7 +267,7 @@ s32 act_throwing(struct MarioState *m) {
mario_throw_held_object(m);
play_sound_if_no_flag(m, SOUND_MARIO_WAH2, MARIO_MARIO_SOUND_PLAYED);
play_sound_if_no_flag(m, SOUND_ACTION_THROW, MARIO_ACTION_SOUND_PLAYED);
queue_rumble_data(3, 50);
queue_rumble_data_mario(m, 3, 50);
}
animated_stationary_ground_step(m, MARIO_ANIM_GROUND_THROW, ACT_IDLE);
@ -287,7 +287,7 @@ s32 act_heavy_throw(struct MarioState *m) {
mario_drop_held_object(m);
play_sound_if_no_flag(m, SOUND_MARIO_WAH2, MARIO_MARIO_SOUND_PLAYED);
play_sound_if_no_flag(m, SOUND_ACTION_THROW, MARIO_ACTION_SOUND_PLAYED);
queue_rumble_data(3, 50);
queue_rumble_data_mario(m, 3, 50);
}
animated_stationary_ground_step(m, MARIO_ANIM_HEAVY_THROW, ACT_IDLE);
@ -318,7 +318,7 @@ s32 act_picking_up_bowser(struct MarioState *m) {
m->marioBodyState->grabPos = GRAB_POS_BOWSER;
mario_grab_used_object(m);
if (m->heldObj != NULL) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
play_sound(SOUND_MARIO_HRMM, m->marioObj->header.gfx.cameraToObject);
}
}
@ -395,11 +395,11 @@ s32 act_holding_bowser(struct MarioState *m) {
// play sound on overflow
if (m->angleVel[1] <= -0x100 && spin < m->faceAngle[1]) {
queue_rumble_data(4, 20);
queue_rumble_data_mario(m, 4, 20);
play_sound(SOUND_OBJ_BOWSER_SPINNING, m->marioObj->header.gfx.cameraToObject);
}
if (m->angleVel[1] >= 0x100 && spin > m->faceAngle[1]) {
queue_rumble_data(4, 20);
queue_rumble_data_mario(m, 4, 20);
play_sound(SOUND_OBJ_BOWSER_SPINNING, m->marioObj->header.gfx.cameraToObject);
}
@ -416,10 +416,10 @@ s32 act_holding_bowser(struct MarioState *m) {
s32 act_releasing_bowser(struct MarioState *m) {
if (++m->actionTimer == 1) {
if (m->actionArg == 0) {
queue_rumble_data(4, 50);
queue_rumble_data_mario(m, 4, 50);
mario_throw_held_object(m);
} else {
queue_rumble_data(4, 50);
queue_rumble_data_mario(m, 4, 50);
mario_drop_held_object(m);
}
}

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@ -799,12 +799,12 @@ s32 act_shockwave_bounce(struct MarioState *m) {
f32 sp18;
if (m->marioObj->oInteractStatus & 0x10) {
queue_rumble_data(70, 40);
queue_rumble_data_mario(m, 70, 40);
return hurt_and_set_mario_action(m, ACT_SHOCKED, 0, 4);
}
if (m->actionTimer == 0) {
queue_rumble_data(70, 40);
queue_rumble_data_mario(m, 70, 40);
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_UNK1) {
return hurt_and_set_mario_action(m, ACT_BACKWARD_GROUND_KB, 0, 0xc);
}

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@ -802,7 +802,7 @@ static s32 act_water_throw(struct MarioState *m) {
if (m->actionTimer++ == 5) {
mario_throw_held_object(m);
queue_rumble_data(3, 50);
queue_rumble_data_mario(m, 3, 50);
}
if (is_anim_at_end(m)) {
@ -977,7 +977,7 @@ static s32 act_water_plunge(struct MarioState *m) {
m->particleFlags |= PARTICLE_WATER_SPLASH;
m->actionState = 1;
if (m->prevAction & ACT_FLAG_AIR) {
queue_rumble_data(5, 80);
queue_rumble_data_mario(m, 5, 80);
}
}
@ -1083,8 +1083,8 @@ static s32 act_caught_in_whirlpool(struct MarioState *m) {
set_mario_animation(m, MARIO_ANIM_GENERAL_FALL);
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
reset_rumble_timers();
reset_rumble_timers(m);
return FALSE;
}

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@ -68,15 +68,15 @@ void cur_obj_play_sound_1(s32 soundMagic) {
void cur_obj_play_sound_2(s32 soundMagic) {
if (gCurrentObject->header.gfx.node.flags & GRAPH_RENDER_ACTIVE) {
play_sound(soundMagic, gCurrentObject->header.gfx.cameraToObject);
if (soundMagic == SOUND_OBJ_BOWSER_WALK) {
queue_rumble_data(3, 60);
}
if (soundMagic == SOUND_OBJ_POUNDING_LOUD) {
queue_rumble_data(3, 60);
queue_rumble_data_object(gCurrentObject, 3, 60);
}
if (soundMagic == SOUND_OBJ_WHOMP_LOWPRIO) {
queue_rumble_data(5, 80);
queue_rumble_data_object(gCurrentObject, 5, 80);
}
}
}

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@ -141,6 +141,20 @@ void queue_rumble_data(s16 a0, s16 a1) {
gRumbleDataQueue[2].unk04 = 0;
}
void queue_rumble_data_object(struct Object* object, s16 a0, s16 a1) {
extern struct MarioState gMarioStates[];
f32 dist = dist_between_objects(object, gMarioStates[0].marioObj);
if (dist > 5000) { return; }
a0 = a0 * (1.0f - (dist / 5000.0f));
a1 = a1 * (1.0f - (dist / 5000.0f));
queue_rumble_data(a0, a1);
}
void queue_rumble_data_mario(struct MarioState* m, s16 a0, s16 a1) {
if (m->playerIndex != 0) { return; }
queue_rumble_data(a0, a1);
}
void func_sh_8024C89C(s16 a0) {
gRumbleDataQueue[2].unk04 = a0;
}
@ -165,7 +179,9 @@ u8 is_rumble_finished_and_queue_empty(void) {
return TRUE;
}
void reset_rumble_timers(void) {
void reset_rumble_timers(struct MarioState* m) {
if (m->playerIndex != 0) { return; }
if (sUnusedDisableRumble) {
return;
}
@ -181,7 +197,9 @@ void reset_rumble_timers(void) {
gCurrRumbleSettings.unk0C = 7;
}
void reset_rumble_timers_2(s32 a0) {
void reset_rumble_timers_2(struct MarioState* m, s32 a0) {
if (m->playerIndex != 0) { return; }
if (sUnusedDisableRumble) {
return;
}

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@ -7,10 +7,12 @@ void init_rumble_pak_scheduler_queue(void);
void block_until_rumble_pak_free(void);
void release_rumble_pak_control(void);
void queue_rumble_data(s16 a0, s16 a1);
void queue_rumble_data_object(struct Object* object, s16 a0, s16 a1);
void queue_rumble_data_mario(struct MarioState* m, s16 a0, s16 a1);
void func_sh_8024C89C(s16 a0);
u8 is_rumble_finished_and_queue_empty(void);
void reset_rumble_timers(void);
void reset_rumble_timers_2(s32 a0);
void reset_rumble_timers(struct MarioState* m);
void reset_rumble_timers_2(struct MarioState* m, s32 a0);
void func_sh_8024CA04(void);
void cancel_rumble(void);
void create_thread_6(void);

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@ -28,11 +28,13 @@ s32 osContInit(UNUSED OSMesgQueue *mq, u8 *controllerBits, UNUSED OSContStatus *
s32 osMotorStart(UNUSED void *pfs) {
// Since rumble stops by osMotorStop, its duration is not nessecary.
// Set it to 5 seconds and hope osMotorStop() is called in time.
if (configRumbleStrength == 0) { return; }
controller_rumble_play(configRumbleStrength / 100.0f, 5.0f);
return 0;
}
s32 osMotorStop(UNUSED void *pfs) {
if (configRumbleStrength == 0) { return; }
controller_rumble_stop();
return 0;
}