Player-to-player attacks adjusted for metal marios

This commit is contained in:
MysterD 2021-08-23 21:48:33 -07:00
parent 4e37c30eb7
commit ee676f1918
1 changed files with 20 additions and 5 deletions

View File

@ -668,11 +668,21 @@ u32 determine_knockback_action(struct MarioState *m, UNUSED s32 arg) {
// set knockback very high when dealing with player attacks // set knockback very high when dealing with player attacks
if (m->interactObj != NULL && (m->interactObj->oInteractType & INTERACT_PLAYER) && terrainIndex != 2) { if (m->interactObj != NULL && (m->interactObj->oInteractType & INTERACT_PLAYER) && terrainIndex != 2) {
f32 scaler = m->interactObj->oDamageOrCoinValue; f32 scaler = 1;
if (scaler > 2) { for (int i = 0; i < MAX_PLAYERS; i++) {
// hack: set knockback to lower values for anything above the kick (which is a damage of 2) struct MarioState* m2 = &gMarioStates[i];
scaler = 1; if (!is_player_active(m2)) { continue; }
if (m2->marioObj == NULL) { continue; }
if (m2->marioObj != m->interactObj) { continue; }
if (m2->action == ACT_JUMP_KICK) { scaler = 2; }
if (m2->flags & MARIO_METAL_CAP) { scaler *= 1.25f; }
break;
} }
if (m->flags & MARIO_METAL_CAP) {
scaler *= 0.5f;
if (scaler < 1) { scaler = 1; }
}
f32 mag = scaler * (f32)gServerSettings.playerKnockbackStrength * sign; f32 mag = scaler * (f32)gServerSettings.playerKnockbackStrength * sign;
m->forwardVel = mag; m->forwardVel = mag;
if (sign > 0 && terrainIndex == 1) { mag *= -1.0f; } if (sign > 0 && terrainIndex == 1) { mag *= -1.0f; }
@ -1352,7 +1362,12 @@ u32 interact_player(struct MarioState* m, UNUSED u32 interactType, struct Object
} }
set_mario_action(m2, ACT_FREEFALL, 0); set_mario_action(m2, ACT_FREEFALL, 0);
} }
m->marioObj->oDamageOrCoinValue = determine_player_damage_value(interaction); if (!(m2->flags & MARIO_METAL_CAP)) {
m->marioObj->oDamageOrCoinValue = determine_player_damage_value(interaction);
if (m->flags & MARIO_METAL_CAP) {
m->marioObj->oDamageOrCoinValue *= 2;
}
}
} }
m2->invincTimer = max(m2->invincTimer, 3); m2->invincTimer = max(m2->invincTimer, 3);
take_damage_and_knock_back(m2, m->marioObj); take_damage_and_knock_back(m2, m->marioObj);