sm64ex-coop/mods/star-road/bhv_dupes.lua

652 lines
22 KiB
Lua

-- We use this instead of o->oHiddenStarLastInteractedObject.
oHiddenStarLastInteractedPlayer = nil
function bhv_custom_hidden_star_trigger_init(obj)
--obj.oFlags = (OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
--obj.hitboxRadius = 200
--obj.hitboxHeight = 200
--obj.oIntangibleTimer = 0
network_init_object(obj, true, { 'activeFlags', 'oInteractStatus' })
end
function bhv_custom_hidden_star_trigger_loop(obj)
if not ((obj.oInteractStatus & INT_STATUS_INTERACTED) == 0) or obj_check_if_collided_with_object(obj, gMarioStates[0].marioObj) == 1 then
local hiddenStar = obj_get_nearest_object_with_behavior_id(obj, bhvSMSRHiddenStar)
if not (hiddenStar == nil) then
local count = (obj_count_objects_with_behavior_id(bhvSMSRHiddenStarTrigger) - 1)
hiddenStar.oHiddenStarTriggerCounter = 5 - count
if not (hiddenStar.oHiddenStarTriggerCounter == 5) then
spawn_orange_number(hiddenStar.oHiddenStarTriggerCounter, 0, 0, 0)
end
-- Set the last person who interacted with a secret to the
-- parent so only they get the star cutscene.
player = nearest_mario_state_to_object(obj)
if not (player == nil) then
oHiddenStarLastInteractedPlayer = player
end
cur_obj_play_sound_2(SOUND_MENU_COLLECT_SECRET + ((hiddenStar.oHiddenStarTriggerCounter - 1) << 16))
end
obj.activeFlags = ACTIVE_FLAG_DEACTIVATED
end
end
--bhvSMSRHiddenStarTrigger = hook_behavior(nil, OBJ_LIST_LEVEL, true, bhv_custom_hidden_star_trigger_init, bhv_custom_hidden_star_trigger_loop)
--------------
function bhv_custom_hidden_star_init(obj)
--obj.oFlags = (OBJ_FLAG_PERSISTENT_RESPAWN | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
local count = obj_count_objects_with_behavior_id(bhvSMSRHiddenStarTrigger)
if count == 0 then
local star = spawn_object_abs_with_rot(obj, 0, E_MODEL_STAR, id_bhvStar, obj.oPosX, obj.oPosY, obj.oPosZ, 0, 0, 0)
if not (star == nil) then
star.oBehParams = obj.oBehParams
end
obj.activeFlags = ACTIVE_FLAG_DEACTIVATED
end
obj.oHiddenStarTriggerCounter = 5 - count
-- We haven't interacted with a player yet.
-- We also don't sync this as not only is it not required
-- but it also is only set for an interaction.
-- Therefore this object must already be loaded for it to be set
-- and if it wasn't. You couldn't of possibly been the one
-- who last interacted to begin with.
oHiddenStarLastInteractedPlayer = nil
network_init_object(obj, false, { 'oAction', 'oHiddenStarTriggerCounter', 'oPosX', 'oPosY', 'oPosZ', 'oTimer' })
end
function bhv_custom_hidden_star_loop(obj)
switch(obj.oAction, {
[0] = function() -- for case 0
if obj.oHiddenStarTriggerCounter == 5 then
obj.oAction = 1
end
end,
[1] = function() -- for case 1
if obj.oTimer > 2 then
star = spawn_red_coin_cutscene_star(obj.oPosX, obj.oPosY, obj.oPosZ)
if not (star == nil) then
if oHiddenStarLastInteractedPlayer == gMarioStates[0] then
star.oStarSpawnExtCutsceneFlags = 1
else
star.oStarSpawnExtCutsceneFlags = 0
end
spawn_mist_particles()
end
obj.activeFlags = ACTIVE_FLAG_DEACTIVATED
end
end,
})
end
--bhvSMSRHiddenStar = hook_behavior(nil, OBJ_LIST_LEVEL, true, bhv_custom_hidden_star_init, bhv_custom_hidden_star_loop)
--------------
function bhv_breakable_rock_init(obj)
--obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
--obj.collisionData = smlua_collision_util_get("col_hmc_geo_000530_0x7020308")
--obj.oCollisionDistance = 500
--bhv_init_room()
network_init_object(obj, false, nil)
end
--[[
function bhv_breakable_rock_loop(obj)
bhv_breakable_box_loop()
load_object_collision_model()
end
bhvSMSRBreakableRock = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_breakable_rock_init, bhv_breakable_rock_loop)
--]]
--------------
function bhv_breakable_window_init(obj)
obj.oFlags = (OBJ_FLAG_ACTIVE_FROM_AFAR | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
obj.collisionData = smlua_collision_util_get("wf_seg7_collision_small_bomp")
obj.oIntangibleTimer = 0
obj.hitboxRadius = 200
obj.hitboxHeight = 200
--obj.oMoveAngleYaw = obj.oMoveAngleYaw - 0x4000
network_init_object(obj, false, { 'oInteractStatus' });
end
function bhv_breakable_window_loop(obj)
if not (obj.oInteractStatus & INT_STATUS_INTERACTED) or not (obj.oInteractStatus & INT_STATUS_WAS_ATTACKED) then
return
end
if not (check_local_mario_attacking(obj) == 0) then
obj_explode_and_spawn_coins(80, 0)
create_sound_spawner(obj, SOUND_GENERAL_WALL_EXPLOSION)
obj.oInteractStatus = 0;
end
end
---bhvSMSRBreakableWindow = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_breakable_window_init, bhv_breakable_window_loop)
--------------
function bhv_star_replica_init(obj)
--obj.oFlags = (OBJ_FLAG_HOLDABLE | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
--bhv_init_room()
--bhv_collect_star_init()
despawn_if_stars_below_count(obj, 121) -- 121 star check
end
--[[
function bhv_star_replica_loop(obj)
bhv_collect_star_loop()
end
--]]
--bhvSMSRStarReplica = hook_behavior(nil, OBJ_LIST_LEVEL, true, bhv_star_replica_init, bhv_star_replica_loop)
--------------
function bhv_red_sinking_platform_init(obj)
--obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
--obj.collisionData = smlua_collision_util_get("col_rr_geo_0008C0_0x701ae78")
--obj.oPosY = obj.oPosY - 306
cur_obj_set_home_once()
network_init_object(obj, true, { 'oSinkWhenSteppedOnUnk104', 'oGraphYOffset', 'oHomeY' })
end
--[[
function bhv_red_sinking_platform_loop(obj)
sinking_perform_sink_check(obj)
sinking_perform_sink_check(obj) -- called twice
load_object_collision_model()
end
bhvSMSRRedSinkingPlatform = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_red_sinking_platform_init, bhv_red_sinking_platform_loop)
--]]
--------------
--[[
function bhv_star_door_wall_init(obj)
obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
obj.collisionData = smlua_collision_util_get("custom_collision_door_30_stars")
obj.oCollisionDistance = 4000
end
--]]
function bhv_star_door_wall_loop(obj)
if get_star_count() >= 30 then
obj.activeFlags = ACTIVE_FLAG_DEACTIVATED
end
--load_object_collision_model()
end
--bhvSMSR30StarDoorWall = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_star_door_wall_init, bhv_star_door_wall_loop)
--------------
function bhv_special_breakable_box_init(obj)
--obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
--obj.collisionData = smlua_collision_util_get("breakable_box_seg8_collision_08012D70")
--obj.oCollisionDistance = 500
--bhv_init_room()
despawn_if_stars_below_count(obj, 121) -- 121 star check
end
--[[
function bhv_special_breakable_box_loop(obj)
bhv_breakable_box_loop()
load_object_collision_model()
end
bhvSMSRSpecialBreakeableBox = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_special_breakable_box_init, bhv_special_breakable_box_loop)
--]]
--------------
--[[
function bhv_piranha_plant_wild_init(obj)
obj.oFlags = (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
obj.oAnimations = gObjectAnimations.piranha_plant_seg6_anims_0601C31C
cur_obj_init_animation(0)
obj.oInteractType = INTERACT_MR_BLIZZARD
obj.hitboxRadius = 400
obj.hitboxHeight = 400
end
--]]
function bhv_piranha_plant_wild_loop(obj)
end
--bhvSMSRPiranhaPlantWild = hook_behavior(nil, OBJ_LIST_GENACTOR, true, bhv_piranha_plant_wild_init, bhv_piranha_plant_wild_loop)
--------------
function bhv_big_leaves_init(obj)
obj.header.gfx.node.flags = obj.header.gfx.node.flags | GRAPH_RENDER_CYLBOARD
end
--------------
function bhv_lily_pad_init(obj)
network_init_object(obj, true, { 'oSinkWhenSteppedOnUnk104', 'oGraphYOffset', 'oHomeY' })
end
--------------
function bhv_tambourine_init(obj)
obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
obj.collisionData = smlua_collision_util_get("col_ddd_geo_0004A0_0x700cbf0")
end
function bhv_tambourine_loop(obj)
bhv_ttc_spinner_update()
load_object_collision_model()
end
bhvSMSRTambourine = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_tambourine_init, bhv_tambourine_loop)
--------------
function bhv_small_bee_init(obj)
obj.oFlags = (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
obj.header.gfx.node.flags = obj.header.gfx.node.flags | GRAPH_RENDER_BILLBOARD
cur_obj_set_home_once()
bhv_init_room()
cur_obj_scale(150 / 100.0)
end
function bhv_small_bee_loop(obj)
bhv_fly_guy_update()
bhv_fly_guy_update() -- called twice
obj.oAnimState = obj.oAnimState + 1
end
bhvSMSRSmallBee = hook_behavior(nil, OBJ_LIST_GENACTOR, true, bhv_small_bee_init, bhv_small_bee_loop)
--------------
function bhv_drum_stick_init(obj)
obj.oFlags = (OBJ_FLAG_SET_FACE_ANGLE_TO_MOVE_ANGLE | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
obj.collisionData = smlua_collision_util_get("col_ddd_geo_000478_0x7000540")
bhv_ssl_moving_pyramid_wall_init()
end
function bhv_drum_stick_loop(obj)
bhv_ssl_moving_pyramid_wall_loop()
load_object_collision_model()
end
bhvSMSRDrumStick = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_drum_stick_init, bhv_drum_stick_loop)
--------------
function bhv_star_moving_init(obj)
obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
bhv_init_room()
bhv_collect_star_init()
end
function bhv_star_moving_loop(obj)
bhv_collect_star_loop()
bhv_ssl_moving_pyramid_wall_loop()
end
bhvSMSRStarMoving = hook_behavior(nil, OBJ_LIST_LEVEL, true, bhv_star_moving_init, bhv_star_moving_loop)
--------------
function bhv_falling_domino_init(obj)
obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
obj.collisionData = smlua_collision_util_get("col_ttm_geo_000DF4_0x702b870")
cur_obj_set_home_once()
end
function bhv_falling_domino_loop(obj)
bhv_volcano_trap_loop()
load_object_collision_model()
end
bhvSMSRFallingDomino = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_falling_domino_init, bhv_falling_domino_loop)
--------------
function bhv_lava_lift_init(obj)
obj.oFlags = (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
obj.oPosY = obj.oPosY + -50
obj.collisionData = smlua_collision_util_get("col_ttm_geo_000920_0x700a710")
end
function bhv_lava_lift_loop(obj)
bhv_lll_moving_octagonal_mesh_platform_loop()
load_object_collision_model()
end
bhvSMSRLavaLift = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_lava_lift_init, bhv_lava_lift_loop)
--------------
function bhv_rotating_lava_platform_init(obj)
obj.oFlags = (OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
obj.collisionData = smlua_collision_util_get("col_lll_geo_000A78_0x701d68c")
cur_obj_set_home_once()
end
function bhv_rotating_lava_platform_loop(obj)
obj.oAngleVelYaw = 256
obj.oMoveAngleYaw = obj.oMoveAngleYaw + 256
load_object_collision_model()
end
bhvSMSRRotatingLavaPlatform = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_rotating_lava_platform_init, bhv_rotating_lava_platform_loop)
--------------
function bhv_small_swing_platform_init(obj)
obj.collisionData = smlua_collision_util_get("rr_seg7_collision_pendulum")
obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
obj.oCollisionDistance = 2000
cur_obj_scale(160 / 100.0)
bhv_swing_platform_init()
end
function bhv_small_swing_platform_loop(obj)
bhv_swing_platform_update()
load_object_collision_model()
end
bhvSMSRSmallSwingPlatform = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_small_swing_platform_init, bhv_small_swing_platform_loop)
--------------
function bhv_sinking_donut_init(obj)
obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
obj.collisionData = smlua_collision_util_get("col_rr_geo_000920_0x70295ec")
obj.oPosY = obj.oPosY - 306
cur_obj_set_home_once()
network_init_object(obj, true, { 'oSinkWhenSteppedOnUnk104', 'oGraphYOffset', 'oHomeY' })
end
function bhv_sinking_donut_loop(obj)
sinking_perform_sink_check(obj)
sinking_perform_sink_check(obj) -- called twice
load_object_collision_model()
end
bhvSMSRSinkingDonut = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_sinking_donut_init, bhv_sinking_donut_loop)
--------------
function bhv_floating_thwomp_init(obj)
obj.collisionData = smlua_collision_util_get("thwomp_seg5_collision_0500B7D0")
obj.oFlags = (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
obj.oGraphYOffset = 5
bhv_butterfly_init()
end
function bhv_floating_thwomp_loop(obj)
bhv_butterfly_loop()
load_object_collision_model()
end
bhvSMSRFloatingThwomp = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_floating_thwomp_init, bhv_floating_thwomp_loop)
--------------
function bhv_tilting_pyramid_init(obj)
obj.oFlags = (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
obj.collisionData = smlua_collision_util_get("col_geo_bbh_0005F8_0x701fba8")
cur_obj_set_home_once()
bhv_platform_normals_init()
end
function bhv_tilting_pyramid_loop(obj)
bhv_tilting_inverted_pyramid_loop()
load_object_collision_model()
end
bhvSMSRTiltingPyramid = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_tilting_pyramid_init, bhv_tilting_pyramid_loop)
--------------
function bhv_platform_lift_init(obj)
obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
obj.collisionData = smlua_collision_util_get("col_geo_bbh_0005C8_0x701f700")
obj.oArrowLiftUnk100 = 1
end
function bhv_platform_lift_loop(obj)
bhv_arrow_lift_loop()
load_object_collision_model()
end
bhvSMSRPlatformLift = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_platform_lift_init, bhv_platform_lift_loop)
--------------
function bhv_rising_lava_init(obj)
obj.oFlags = (OBJ_FLAG_SET_FACE_ANGLE_TO_MOVE_ANGLE | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
obj.collisionData = smlua_collision_util_get("col_geo_bbh_0005B0_0x701f2d8")
bhv_ssl_moving_pyramid_wall_init()
end
function bhv_rising_lava_loop(obj)
bhv_ssl_moving_pyramid_wall_loop()
load_object_collision_model()
end
bhvSMSRRisingLava = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_rising_lava_init, bhv_rising_lava_loop)
--------------
function bhv_rising_tall_platform_init(obj)
obj.oFlags = (OBJ_FLAG_SET_FACE_ANGLE_TO_MOVE_ANGLE | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
obj.collisionData = smlua_collision_util_get("col_geo_bbh_000628_0x70200f0")
bhv_ssl_moving_pyramid_wall_init()
end
function bhv_rising_tall_platform_loop(obj)
bhv_ssl_moving_pyramid_wall_loop()
load_object_collision_model()
end
bhvSMSRRisingTallPlatform = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_rising_tall_platform_init, bhv_rising_tall_platform_loop)
--------------
function bhv_sinking_platform_init(obj)
obj.oFlags = (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
obj.collisionData = smlua_collision_util_get("col_geo_bbh_000640_0x600d758")
obj.oPosY = obj.oPosY + 5
obj.oCollisionDistance = 2000
end
function bhv_sinking_platform_loop(obj)
bhv_lll_sinking_square_platforms_loop()
bhv_lll_sinking_square_platforms_loop() -- called twice
load_object_collision_model()
end
bhvSMSRSinkingPlatform = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_sinking_platform_init, bhv_sinking_platform_loop)
--------------
function bhv_toxic_waste_platform_init(obj)
obj.oFlags = (OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
obj.collisionData = smlua_collision_util_get("col_hmc_geo_000548_0x7023478")
obj.oPosY = obj.oPosY - 50
cur_obj_set_home_once()
network_init_object(obj, true, { 'oSinkWhenSteppedOnUnk104', 'oGraphYOffset', 'oHomeY' })
end
function bhv_toxic_waste_platform_loop(obj)
sinking_perform_sink_check(obj)
load_object_collision_model()
end
bhvSMSRToxicWastePlatform = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_toxic_waste_platform_init, bhv_toxic_waste_platform_loop)
--------------
function bhv_attracted_space_box_init(obj)
obj.oFlags = (OBJ_FLAG_HOLDABLE | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
obj.collisionData = smlua_collision_util_get("ssl_seg7_collision_tox_box")
obj.oPosY = obj.oPosY + 256
cur_obj_set_home_once()
end
function bhv_attracted_space_box_loop(obj)
bhv_chuckya_loop()
bhv_spindrift_loop()
cur_obj_scale(64 / 100.0)
load_object_collision_model()
end
bhvSMSRAttractedSpaceBox = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_attracted_space_box_init, bhv_attracted_space_box_loop)
--------------
function bhv_space_box_init(obj)
obj.oFlags = (OBJ_FLAG_HOLDABLE | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
obj.collisionData = smlua_collision_util_get("ssl_seg7_collision_tox_box")
obj.oPosY = obj.oPosY + 256
end
function bhv_space_box_loop(obj)
bhv_spindrift_loop()
cur_obj_scale(64 / 100.0)
load_object_collision_model()
end
bhvSMSRSpaceBox = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_space_box_init, bhv_space_box_loop)
--------------
function bhv_space_octagon_platform_init(obj)
obj.collisionData = smlua_collision_util_get("ssl_seg7_collision_spindel")
obj.oFlags = (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
cur_obj_set_home_once()
bhv_ttc_moving_bar_init()
end
function bhv_space_octagon_platform_loop(obj)
bhv_ttc_moving_bar_update()
load_object_collision_model()
end
bhvSMSRSpaceOctagonPlatform = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_space_octagon_platform_init, bhv_space_octagon_platform_loop)
--------------
function bhv_space_red_platform_init(obj)
obj.collisionData = smlua_collision_util_get("ssl_seg7_collision_grindel")
obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
cur_obj_set_home_once()
cur_obj_scale(91 / 100.0)
bhv_horizontal_grindel_init()
end
function bhv_space_red_platform_loop(obj)
bhv_squishable_platform_loop()
bhv_squishable_platform_loop() -- called twice
load_object_collision_model()
end
bhvSMSRSpaceRedPlatform = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_space_red_platform_init, bhv_space_red_platform_loop)
--------------
function bhv_bullet_mine_init(obj)
obj.oFlags = (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_MOVE_XZ_USING_FVEL | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
cur_obj_set_home_once()
obj.hitboxRadius = 50
obj.hitboxHeight = 50
obj.hitboxDownOffset = 50
obj.oInteractType = INTERACT_DAMAGE
obj.oDamageOrCoinValue = 3
cur_obj_scale(256 / 100.0)
obj.oIntangibleTimer = 0
bhv_bullet_bill_init()
end
function bhv_bullet_mine_loop(obj)
bhv_bullet_bill_loop()
end
bhvSMSRBulletMine = hook_behavior(nil, OBJ_LIST_GENACTOR, true, bhv_bullet_mine_init, bhv_bullet_mine_loop)
--------------
E_MODEL_VCUTM_LIGHT = smlua_model_util_get_id("vcutm_light_geo")
function bhv_lights_on_switch_init(obj)
--obj.oFlags = (OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
--obj.oCollisionDistance = 8000
obj.parentObj = cur_obj_nearest_object_with_behavior(get_behavior_from_id(id_bhvFloorSwitchAnimatesObject));
obj_set_model_extended(obj, E_MODEL_VCUTM_LIGHT)
end
function bhv_lights_on_switch_loop(obj)
if obj.oFloorSwitchPressAnimationUnk100 ~= 0 then
if obj.parentObj ~= nil and obj.parentObj.oAction ~= 2 then
obj.oFloorSwitchPressAnimationUnk100 = 0
end
if obj.oFloorSwitchPressAnimationUnkFC ~= 0 then
if obj.oBehParams2ndByte >= 0 and obj.oBehParams2ndByte <= 2 then
obj.oFloorSwitchPressAnimationUnkF4 = 200
end
else
obj.oFloorSwitchPressAnimationUnkF4 = 0
end
elseif obj.parentObj ~= nil and obj.parentObj.oAction == 2 then
obj.oFloorSwitchPressAnimationUnkFC = obj.oFloorSwitchPressAnimationUnkFC ~ 1
obj.oFloorSwitchPressAnimationUnk100 = 1
end
if obj.oFloorSwitchPressAnimationUnkF4 ~= 0 then
if obj.oFloorSwitchPressAnimationUnkF4 < 60 then
cur_obj_play_sound_1(SOUND_GENERAL2_SWITCH_TICK_SLOW)
else
cur_obj_play_sound_1(SOUND_GENERAL2_SWITCH_TICK_FAST)
end
obj.oFloorSwitchPressAnimationUnkF4 = obj.oFloorSwitchPressAnimationUnkF4 - 1
if obj.oFloorSwitchPressAnimationUnkF4 == 0 then
obj.oFloorSwitchPressAnimationUnkFC = 0
end
if obj.oFloorSwitchPressAnimationUnkF8 < 9 then
obj.oFloorSwitchPressAnimationUnkF8 = obj.oFloorSwitchPressAnimationUnkF8 + 1
end
else
obj.oFloorSwitchPressAnimationUnkF8 = obj.oFloorSwitchPressAnimationUnkF8 - 2
if obj.oFloorSwitchPressAnimationUnkF8 < 0 then
obj.oFloorSwitchPressAnimationUnkF8 = 0
obj.oFloorSwitchPressAnimationUnkFC = 1
end
end
local fType = math.floor(obj.oFloorSwitchPressAnimationUnkF8 / 2)
if fType == 0 then
cur_obj_hide()
else
cur_obj_unhide()
end
end
--bhvSMSRLightsOnSwitch = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_lights_on_switch_init, bhv_lights_on_switch_loop)