From baed6a66b57dd87df8c856cdcfb8be560533578a Mon Sep 17 00:00:00 2001 From: MysterD Date: Tue, 6 Oct 2020 20:28:28 -0700 Subject: [PATCH] Synchronized Skeeter --- src/game/behaviors/skeeter.inc.c | 31 +++++++++++++++++++++++++------ 1 file changed, 25 insertions(+), 6 deletions(-) diff --git a/src/game/behaviors/skeeter.inc.c b/src/game/behaviors/skeeter.inc.c index a726760f..f6f5ca4a 100644 --- a/src/game/behaviors/skeeter.inc.c +++ b/src/game/behaviors/skeeter.inc.c @@ -61,6 +61,10 @@ static void skeeter_act_idle(void) { } static void skeeter_act_lunge(void) { + struct Object* player = nearest_player_to_object(o); + int distanceToPlayer = dist_between_objects(o, player); + int angleToPlayer = obj_angle_to_object(o, player); + if (!(o->oMoveFlags & OBJ_MOVE_AT_WATER_SURFACE)) { o->oAction = SKEETER_ACT_IDLE; } else { @@ -76,8 +80,8 @@ static void skeeter_act_lunge(void) { if (obj_forward_vel_approach(0.0f, 0.8f) && cur_obj_check_if_at_animation_end()) { o->oMoveAngleYaw = o->oFaceAngleYaw; - if (o->oDistanceToMario >= 25000.0f) { - o->oSkeeterTargetAngle = o->oAngleToMario; + if (distanceToPlayer >= 25000.0f) { + o->oSkeeterTargetAngle = angleToPlayer; } else { o->oSkeeterTargetAngle = obj_random_fixed_turn(random_u16() % 0x2000); } @@ -90,6 +94,9 @@ static void skeeter_act_lunge(void) { } static void skeeter_act_walk(void) { + struct Object* player = nearest_player_to_object(o); + int distanceToPlayer = dist_between_objects(o, player); + int angleToPlayer = obj_angle_to_object(o, player); f32 sp24; if (!(o->oMoveFlags & OBJ_MOVE_MASK_ON_GROUND)) { @@ -104,14 +111,14 @@ static void skeeter_act_walk(void) { if (o->oSkeeterUnkF8 != 0) { o->oSkeeterUnkF8 = obj_resolve_collisions_and_turn(o->oSkeeterTargetAngle, 0x400); } else { - if (o->oDistanceToMario >= 25000.0f) { - o->oSkeeterTargetAngle = o->oAngleToMario; + if (distanceToPlayer >= 25000.0f) { + o->oSkeeterTargetAngle = angleToPlayer; o->oSkeeterWaitTime = random_linear_offset(20, 30); } if ((o->oSkeeterUnkF8 = obj_bounce_off_walls_edges_objects(&o->oSkeeterTargetAngle)) == 0) { - if (o->oDistanceToMario < 500.0f) { - o->oSkeeterTargetAngle = o->oAngleToMario; + if (distanceToPlayer < 500.0f) { + o->oSkeeterTargetAngle = angleToPlayer; o->oSkeeterUnkFC = 20.0f; } else { o->oSkeeterUnkFC = 10.0f; @@ -135,6 +142,18 @@ static void skeeter_act_walk(void) { } void bhv_skeeter_update(void) { + if (!network_sync_object_initialized(o)) { + network_init_object(o, 4000.0f); + network_init_object_field(o, &o->oSkeeterTargetAngle); + network_init_object_field(o, &o->oSkeeterUnkF8); + network_init_object_field(o, &o->oSkeeterUnkFC); + network_init_object_field(o, &o->oSkeeterWaitTime); + network_init_object_field(o, &o->oSkeeterUnk1AC); + network_init_object_field(o, &o->oMoveAngleYaw); + network_init_object_field(o, &o->oFaceAngleYaw); + network_init_object_field(o, &o->oFlags); + } + o->oDeathSound = SOUND_OBJ_SNUFIT_SKEETER_DEATH; treat_far_home_as_mario(1000.0f);