Prevent long jump and side flip from PVP attacking
This commit is contained in:
parent
9334840448
commit
9989948b46
|
@ -1351,7 +1351,7 @@ u32 interact_player(struct MarioState* m, UNUSED u32 interactType, struct Object
|
|||
isInCutscene = isInCutscene || (m->action == ACT_IN_CANNON) || (m2->action == ACT_IN_CANNON);
|
||||
u8 isAttackerInvulnerable = (m->action & ACT_FLAG_INVULNERABLE) || m->invincTimer != 0 || m->hurtCounter != 0;
|
||||
u8 isInvulnerable = (m2->action & ACT_FLAG_INVULNERABLE) || m2->invincTimer != 0 || m2->hurtCounter != 0 || isInCutscene;
|
||||
u8 isIgnoredAttack = (m->action == ACT_JUMP || m->action == ACT_DOUBLE_JUMP);
|
||||
u8 isIgnoredAttack = (m->action == ACT_JUMP || m->action == ACT_DOUBLE_JUMP || m->action == ACT_LONG_JUMP || m->action == ACT_SIDE_FLIP);
|
||||
|
||||
if ((interaction & INT_ANY_ATTACK) && !(interaction & INT_HIT_FROM_ABOVE) && !isInvulnerable && !isIgnoredAttack && !isAttackerInvulnerable) {
|
||||
|
||||
|
|
Loading…
Reference in New Issue