206 lines
4.5 KiB
Lua
206 lines
4.5 KiB
Lua
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function active_player(m)
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local np = gNetworkPlayers[m.playerIndex]
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if m.playerIndex == 0 then
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return true
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end
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if not np.connected then
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return false
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end
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return is_player_active(m)
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end
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function set_dist_and_angle(from, dist, pitch, yaw)
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return {
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x = from.x + dist * coss(pitch) * sins(yaw),
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y = from.y + dist * sins(pitch),
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z = from.z + dist * coss(pitch) * coss(yaw),
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}
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end
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function clamp(val, min, max)
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if val < min then return min end
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if val > max then return max end
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return val
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end
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function mario_health_float(m)
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return clamp((m.health - 255) / (2176 - 255), 0, 1)
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end
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function global_index_hurts_mario_state(globalIndex, m)
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if globalIndex == gNetworkPlayers[m.playerIndex].globalIndex then
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return false
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end
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local npAttacker = network_player_from_global_index(globalIndex)
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if npAttacker == nil then
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return false
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end
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local sAttacker = gPlayerSyncTable[npAttacker.localIndex]
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local sVictim = gPlayerSyncTable[m.playerIndex]
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if sAttacker.team == 0 or sVictim.team == 0 then
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return true
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end
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return sAttacker.team ~= sVictim.team
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end
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function is_invuln_or_intang(m)
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local invuln = ((m.action & ACT_FLAG_INVULNERABLE) ~= 0) or (m.invincTimer ~= 0)
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local intang = ((m.action & ACT_FLAG_INTANGIBLE) ~= 0)
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return invuln or intang
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end
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function strip_colors(name)
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local s = ''
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local inSlash = false
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for i = 1, #name do
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local c = name:sub(i,i)
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if c == '\\' then
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inSlash = not inSlash
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elseif not inSlash then
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s = s .. c
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end
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end
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return s
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end
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function get_other_team(teamNum)
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if teamNum == 1 then
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return 2
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elseif teamNum == 2 then
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return 1
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else
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return 0
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end
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end
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function team_color_str(teamNum)
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if teamNum == 1 then
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return '\\#ff9999\\'
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elseif teamNum == 2 then
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return '\\#9999ff\\'
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else
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return '\\#ffffff\\'
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end
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end
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function team_name_str(teamNum)
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if teamNum == 1 then
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return 'red'
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elseif teamNum == 2 then
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return 'blue'
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else
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return 'white'
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end
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end
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------------
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function spawn_mist(obj, scale)
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local spi = obj_get_temp_spawn_particles_info(E_MODEL_MIST)
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if spi == nil then
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return nil
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end
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spi.behParam = 3
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spi.count = 5
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spi.offsetY = 25
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spi.forwardVelBase = 6 * scale
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spi.forwardVelRange = -12 * scale
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spi.velYBase = 6 * scale
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spi.velYRange = -12 * scale
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spi.gravity = 0
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spi.dragStrength = 5
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spi.sizeBase = 10 * scale
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spi.sizeRange = 16 * scale
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cur_obj_spawn_particles(spi)
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end
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function spawn_balls(obj, scale)
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local spi = obj_get_temp_spawn_particles_info(E_MODEL_BOWLING_BALL)
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if spi == nil then
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return nil
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end
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spi.behParam = 2
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spi.count = 3
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spi.offsetY = 25
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spi.forwardVelBase = 30 * scale
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spi.forwardVelRange = -60 * scale
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spi.velYBase = 30 * scale
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spi.velYRange = -60 * scale
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spi.gravity = 0
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spi.dragStrength = 5
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spi.sizeBase = 0.5 * scale
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spi.sizeRange = 0.5 * scale
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cur_obj_spawn_particles(spi)
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end
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function spawn_triangles(obj)
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spawn_non_sync_object(id_bhvTriangleParticleSpawner, E_MODEL_NONE,
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obj.oPosX,
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obj.oPosY,
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obj.oPosZ,
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nil)
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end
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function spawn_horizontal_stars(x, y, z)
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spawn_non_sync_object(id_bhvHorStarParticleSpawner, E_MODEL_NONE,
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x,
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y,
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z,
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nil)
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end
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function spawn_vertical_stars(x, y, z)
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spawn_non_sync_object(id_bhvVertStarParticleSpawner, E_MODEL_NONE,
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x,
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y,
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z,
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nil)
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end
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function spawn_sparkles(x, y, z)
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for i = 0, 5 do
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spawn_non_sync_object(id_bhvSparkleSpawn, E_MODEL_NONE,
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x + math.random(-100, 100),
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y + math.random(-100, 100),
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z + math.random(-100, 100),
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nil)
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end
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end
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--------
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function bhv_debug_pos_init(obj)
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obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
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obj.oOpacity = 255
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obj.oTimer = 0
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obj_set_billboard(obj)
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obj_scale(obj, 0.5)
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end
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function bhv_debug_pos_loop(obj)
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obj.oTimer = obj.oTimer + 1
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if obj.oTimer > 1 then
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obj.activeFlags = ACTIVE_FLAG_DEACTIVATED
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end
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end
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id_bhvDebugPos = hook_behavior(nil, OBJ_LIST_DEFAULT, true, bhv_debug_pos_init, bhv_debug_pos_loop)
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function debug_pos(x, y, z)
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spawn_non_sync_object(id_bhvDebugPos, E_MODEL_AMP, x, y, z, nil)
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end
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-------
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function SEQUENCE_ARGS(priority, seqId)
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return ((priority << 8) | seqId)
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end
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