Improvements to Character Movesets
Luigi: Added spin ground pound Restored air movement Prevented wing flutter and scuttle from stacking Toad: Prevented jump from sticking to platforms Made side flip's height slightly higher
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@ -18,10 +18,107 @@ end
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gEventTable = {}
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gEventTable = {}
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ACT_SPIN_POUND_LAND = (0x037 | ACT_FLAG_STATIONARY | ACT_FLAG_ATTACKING)
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ACT_SPIN_POUND = (0x08F | ACT_FLAG_AIR | ACT_FLAG_ATTACKING)
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-----------
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-----------
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-- luigi --
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-- luigi --
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-----------
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-----------
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function act_spin_pound(m)
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local e = gStateExtras[m.playerIndex]
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if m.actionTimer == 0 then
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m.actionState = m.actionArg
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end
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local spinDirFactor = 1 -- negative for clockwise, positive for counter-clockwise
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if m.actionState == 1 then spinDirFactor = -1 end
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set_mario_animation(m, MARIO_ANIM_TWIRL)
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if (m.input & INPUT_B_PRESSED) ~= 0 then
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mario_set_forward_vel(m, 10.0)
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m.vel.y = 35
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set_mario_action(m, ACT_DIVE, 0)
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end
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local stepResult = perform_air_step(m, 0)
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if stepResult == AIR_STEP_LANDED then
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if should_get_stuck_in_ground(m) ~= 0 then
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queue_rumble_data_mario(m, 5, 80)
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play_sound(SOUND_MARIO_OOOF2, m.marioObj.header.gfx.cameraToObject)
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m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE
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set_mario_action(m, ACT_BUTT_STUCK_IN_GROUND, 0)
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else
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play_mario_heavy_landing_sound(m, SOUND_ACTION_TERRAIN_HEAVY_LANDING)
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if check_fall_damage(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
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m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE | PARTICLE_HORIZONTAL_STAR
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set_mario_action(m, ACT_SPIN_POUND_LAND, 0)
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end
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end
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set_camera_shake_from_hit(SHAKE_GROUND_POUND)
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elseif stepResult == AIR_STEP_HIT_WALL then
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mario_set_forward_vel(m, -16.0)
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if m.vel.y > 0.0 then
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m.vel.y = 0.0
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end
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m.particleFlags = m.particleFlags | PARTICLE_VERTICAL_STAR
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set_mario_action(m, ACT_BACKWARD_AIR_KB, 0)
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end
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-- set facing direction
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-- not part of original Extended Moveset
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local yawDiff = m.faceAngle.y - m.intendedYaw
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e.rotAngle = e.rotAngle + yawDiff
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m.faceAngle.y = m.intendedYaw
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e.rotAngle = e.rotAngle + 0x3053
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if e.rotAngle > 0x10000 then e.rotAngle = e.rotAngle - 0x10000 end
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if e.rotAngle < -0x10000 then e.rotAngle = e.rotAngle + 0x10000 end
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m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + e.rotAngle * spinDirFactor
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m.actionTimer = m.actionTimer + 1
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return 0
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end
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function act_spin_pound_land(m)
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m.actionState = 1
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if m.actionTimer <= 8 then
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if (m.input & INPUT_UNKNOWN_10) ~= 0 then
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return drop_and_set_mario_action(m, ACT_SHOCKWAVE_BOUNCE, 0)
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end
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if (m.input & INPUT_OFF_FLOOR) ~= 0 then
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return set_mario_action(m, ACT_FREEFALL, 0)
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end
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if (m.input & INPUT_ABOVE_SLIDE) ~= 0 then
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return set_mario_action(m, ACT_BUTT_SLIDE, 0)
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end
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stationary_ground_step(m)
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set_mario_animation(m, MARIO_ANIM_LAND_FROM_DOUBLE_JUMP)
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else
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if (m.input & INPUT_UNKNOWN_10) ~= 0 then
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return set_mario_action(m, ACT_SHOCKWAVE_BOUNCE, 0)
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end
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if (m.input & (INPUT_NONZERO_ANALOG | INPUT_A_PRESSED | INPUT_OFF_FLOOR | INPUT_ABOVE_SLIDE)) ~= 0 then
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return check_common_action_exits(m)
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end
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stopping_step(m, MARIO_ANIM_LAND_FROM_DOUBLE_JUMP, ACT_IDLE)
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end
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m.actionTimer = m.actionTimer + 1
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return 0
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end
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function luigi_before_phys_step(m)
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function luigi_before_phys_step(m)
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local e = gStateExtras[m.playerIndex]
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local e = gStateExtras[m.playerIndex]
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@ -44,7 +141,11 @@ function luigi_before_phys_step(m)
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hScale = hScale * 0.9
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hScale = hScale * 0.9
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end
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end
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end
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end
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m.forwardVel = m.forwardVel * 0.99
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-- slower ground movement
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if (m.action & ACT_FLAG_MOVING) ~= 0 then
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hScale = hScale * 0.99
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end
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m.vel.x = m.vel.x * hScale
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m.vel.x = m.vel.x * hScale
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m.vel.y = m.vel.y * vScale
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m.vel.y = m.vel.y * vScale
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@ -81,8 +182,12 @@ function luigi_update(m)
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-- air scuttle
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-- air scuttle
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e.scuttle = 0
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e.scuttle = 0
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if m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP then
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local shouldScuttle = (m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP) and ((m.controller.buttonDown & A_BUTTON) ~= 0 and m.vel.y < -5)
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if (m.controller.buttonDown & A_BUTTON) ~= 0 and m.vel.y < -5 then
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if shouldScuttle then
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-- prevent wing flutter from glitching out while scuttling
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if (m.flags & MARIO_WING_CAP) ~= 0 then
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m.vel.y = m.vel.y + 1
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else
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m.vel.y = m.vel.y + 3
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m.vel.y = m.vel.y + 3
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set_mario_animation(m, MARIO_ANIM_RUNNING_UNUSED)
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set_mario_animation(m, MARIO_ANIM_RUNNING_UNUSED)
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set_anim_to_frame(m, e.animFrame)
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set_anim_to_frame(m, e.animFrame)
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@ -94,6 +199,11 @@ function luigi_update(m)
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end
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end
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end
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end
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-- twirl pound
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if m.action == ACT_TWIRLING and (m.input & INPUT_Z_PRESSED) ~= 0 then
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set_mario_action(m, ACT_SPIN_POUND, 0)
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end
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-- backflip turns into twirl
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-- backflip turns into twirl
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if m.action == ACT_BACKFLIP and m.marioObj.header.gfx.animInfo.animFrame > 18 then
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if m.action == ACT_BACKFLIP and m.marioObj.header.gfx.animInfo.animFrame > 18 then
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m.angleVel.y = 0x1800
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m.angleVel.y = 0x1800
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@ -152,8 +262,20 @@ function toad_on_set_action(m)
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end
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end
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-- less height on jumps
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-- less height on jumps
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if m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP or m.action == ACT_TRIPLE_JUMP or m.action == ACT_SPECIAL_TRIPLE_JUMP or m.action == ACT_STEEP_JUMP or m.action == ACT_SIDE_FLIP or m.action == ACT_RIDING_SHELL_JUMP or m.action == ACT_BACKFLIP or m.action == ACT_WALL_KICK_AIR or m.action == ACT_LONG_JUMP then
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if m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP or m.action == ACT_TRIPLE_JUMP or m.action == ACT_SPECIAL_TRIPLE_JUMP or m.action == ACT_STEEP_JUMP or m.action == ACT_RIDING_SHELL_JUMP or m.action == ACT_BACKFLIP or m.action == ACT_WALL_KICK_AIR or m.action == ACT_LONG_JUMP then
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m.vel.y = m.vel.y * 0.8
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m.vel.y = m.vel.y * 0.8
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-- prevent from getting stuck on platform
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if m.marioObj.platform ~= nil then
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m.pos.y = m.pos.y + 10
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end
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elseif m.action == ACT_SIDE_FLIP then
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m.vel.y = m.vel.y * 0.86
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-- prevent from getting stuck on platform
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if m.marioObj.platform ~= nil then
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m.pos.y = m.pos.y + 10
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end
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end
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end
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e.lastAction = action
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e.lastAction = action
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@ -357,3 +479,5 @@ hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action)
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hook_event(HOOK_BEFORE_PHYS_STEP, mario_before_phys_step)
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hook_event(HOOK_BEFORE_PHYS_STEP, mario_before_phys_step)
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hook_mario_action(ACT_WALL_SLIDE, act_wall_slide)
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hook_mario_action(ACT_WALL_SLIDE, act_wall_slide)
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hook_mario_action(ACT_SPIN_POUND, act_spin_pound)
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hook_mario_action(ACT_SPIN_POUND_LAND, act_spin_pound_land)
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