Misc gMarioState/gMarioObject cleanup
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@ -77,7 +77,7 @@ void bhv_blue_coin_switch_loop(void) {
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// If Mario is on the switch and has ground-pounded,
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// recede and get ready to start ticking.
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if (gMarioObject->platform == o) {
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if (gMarioStates->action == ACT_GROUND_POUND_LAND) {
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if (gMarioStates[0].action == ACT_GROUND_POUND_LAND) {
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// Set to BLUE_COIN_SWITCH_ACT_RECEDING
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o->oAction++;
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@ -6,7 +6,7 @@ void bhv_wf_breakable_wall_loop(void) {
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network_init_object_field(o, &o->oBreakableWallForce);
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}
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if (o->oBreakableWallForce || gMarioStates->action == ACT_SHOT_FROM_CANNON) {
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if (o->oBreakableWallForce || gMarioStates[0].action == ACT_SHOT_FROM_CANNON) {
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cur_obj_become_tangible();
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if (o->oBreakableWallForce || obj_check_if_collided_with_object(o, gMarioObject)) {
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if (!o->oBreakableWallForce) {
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@ -19,8 +19,8 @@ void bhv_castle_floor_trap_init(void) {
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}
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void bhv_castle_floor_trap_open_detect(void) {
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if (gMarioStates->action == ACT_SPECIAL_EXIT_AIRBORNE
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|| gMarioStates->action == ACT_SPECIAL_DEATH_EXIT)
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if (gMarioStates[0].action == ACT_SPECIAL_EXIT_AIRBORNE
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|| gMarioStates[0].action == ACT_SPECIAL_DEATH_EXIT)
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o->oAction = 4; // rotates trapdoor so it looks always open
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else {
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o->oAngleVelRoll = 0x400;
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@ -4,6 +4,6 @@ void bhv_pole_base_loop(void) {
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if (o->oPosY - 10.0f < gMarioObject->oPosY
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&& gMarioObject->oPosY < o->oPosY + o->hitboxHeight + 30.0f)
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if (o->oTimer > 10)
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if (!(gMarioStates->action & MARIO_PUNCHING))
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if (!(gMarioStates[0].action & MARIO_PUNCHING))
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cur_obj_push_mario_away(70.0f);
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}
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@ -31,7 +31,7 @@ void bhv_purple_switch_loop(void) {
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case PURPLE_SWITCH_IDLE:
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cur_obj_set_model(MODEL_PURPLE_SWITCH);
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cur_obj_scale(1.5f);
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if (gMarioObject->platform == o && !(gMarioStates->action & MARIO_UNKNOWN_13)) {
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if (gMarioObject->platform == o && !(gMarioStates[0].action & MARIO_UNKNOWN_13)) {
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if (lateral_dist_between_objects(o, gMarioObject) < 127.5) {
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o->oAction = PURPLE_SWITCH_PRESSED;
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network_send_object(o);
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@ -3,13 +3,21 @@
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void bhv_water_mist_spawn_loop(void) {
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clear_particle_flags(0x20000);
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spawn_object(o, MODEL_MIST, bhvWaterMist);
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if (o->parentObj == NULL || o->parentObj->behavior != bhvMario) {
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obj_mark_for_deletion(o);
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return;
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}
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spawn_object(o->parentObj, MODEL_MIST, bhvWaterMist);
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}
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void bhv_water_mist_loop(void) {
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if (o->parentObj == NULL || o->parentObj->behavior != bhvMario) {
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obj_mark_for_deletion(o);
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return;
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}
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f32 sp1C;
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if (o->oTimer == 0) {
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o->oMoveAngleYaw = gMarioObject->oMoveAngleYaw;
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o->oMoveAngleYaw = o->parentObj->oMoveAngleYaw;
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obj_translate_xz_random(o, 10.0f);
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}
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cur_obj_move_using_fvel_and_gravity();
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@ -84,10 +84,15 @@ void bhv_water_droplet_loop(void) {
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}
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void bhv_idle_water_wave_loop(void) {
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obj_copy_pos(o, gMarioObject);
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o->oPosY = gMarioStates->waterLevel + 5;
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if (!(gMarioObject->oMarioParticleFlags & ACTIVE_PARTICLE_IDLE_WATER_WAVE)) {
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gMarioObject->oActiveParticleFlags &= (u16)~ACTIVE_PARTICLE_IDLE_WATER_WAVE;
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if (o->parentObj == NULL || o->parentObj->behavior != bhvMario) {
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obj_mark_for_deletion(o);
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return;
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}
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obj_copy_pos(o, o->parentObj);
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u8 index = o->parentObj->oBehParams - 1;
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o->oPosY = gMarioStates[index].waterLevel + 5;
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if (!(o->parentObj->oMarioParticleFlags & ACTIVE_PARTICLE_IDLE_WATER_WAVE)) {
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o->parentObj->oActiveParticleFlags &= (u16)~ACTIVE_PARTICLE_IDLE_WATER_WAVE;
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o->activeFlags = ACTIVE_FLAG_DEACTIVATED;
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}
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}
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@ -665,7 +665,9 @@ static void obj_set_knockback_action(s32 attackType) {
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}
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o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
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o->oMoveAngleYaw = obj_angle_to_object(gMarioObject, o);
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struct Object* player = nearest_player_to_object(o);
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o->oMoveAngleYaw = obj_angle_to_object(player, o);
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}
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static void obj_set_squished_action(void) {
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