Added lag compensation to Arena

This commit is contained in:
MysterD 2023-04-03 01:06:20 -07:00
parent 01b2cc2997
commit 37862cf6d5
3 changed files with 49 additions and 31 deletions

View file

@ -108,41 +108,46 @@ function mario_local_hammer_check(m)
local m2 = gMarioStates[i] local m2 = gMarioStates[i]
local np2 = gNetworkPlayers[i] local np2 = gNetworkPlayers[i]
local s2 = gPlayerSyncTable[i] local s2 = gPlayerSyncTable[i]
if s2.item == ITEM_HAMMER and mario_hammer_is_attack(m2.action) and passes_pvp_interaction_checks(m2, m) ~= 0 and global_index_hurts_mario_state(np2.globalIndex, m) then if passes_pvp_interaction_checks(m2, m) ~= 0 then
local pos = mario_hammer_position(m2) network_player_local_set_lag_state(np2)
local dist = vec3f_dist(pos, m.pos) if s2.item == ITEM_HAMMER and mario_hammer_is_attack(m2.action) and passes_pvp_interaction_checks(m2, m) ~= 0 and global_index_hurts_mario_state(np2.globalIndex, m) then
if dist <= 165 then local pos = mario_hammer_position(m2)
local yOffset = 100 local dist = vec3f_dist(pos, m.pos)
if m2.action == ACT_JUMP_KICK then if dist <= 165 then
yOffset = yOffset + 100 local yOffset = 100
end if m2.action == ACT_JUMP_KICK then
yOffset = yOffset + 100
end
local vel = { local vel = {
x = m.pos.x - m2.pos.x, x = m.pos.x - m2.pos.x,
y = (m.pos.y + yOffset) - m2.pos.y, y = (m.pos.y + yOffset) - m2.pos.y,
z = m.pos.z - m2.pos.z, z = m.pos.z - m2.pos.z,
} }
vec3f_normalize(vel) vec3f_normalize(vel)
vec3f_mul(vel, 75 + 70 * (1 - mario_health_float(m))) vec3f_mul(vel, 75 + 70 * (1 - mario_health_float(m)))
set_mario_action(m, ACT_BACKWARD_AIR_KB, 0) network_player_local_restore_lag_state()
m.invincTimer = 30 set_mario_action(m, ACT_BACKWARD_AIR_KB, 0)
m.knockbackTimer = 10 m.invincTimer = 30
m.vel.x = vel.x m.knockbackTimer = 10
m.vel.y = vel.y m.vel.x = vel.x
m.vel.z = vel.z m.vel.y = vel.y
m.faceAngle.y = atan2s(vel.z, vel.x) + 0x8000 m.vel.z = vel.z
s2.ammo = s2.ammo - 1 m.faceAngle.y = atan2s(vel.z, vel.x) + 0x8000
s2.ammo = s2.ammo - 1
send_arena_hammer_hit(np.globalIndex, np2.globalIndex) send_arena_hammer_hit(np.globalIndex, np2.globalIndex)
e.lastDamagedByGlobal = np2.globalIndex e.lastDamagedByGlobal = np2.globalIndex
if m2.action == ACT_PUNCHING or m2.action == ACT_MOVE_PUNCHING or m2.action == ACT_GROUND_POUND then if m2.action == ACT_PUNCHING or m2.action == ACT_MOVE_PUNCHING or m2.action == ACT_GROUND_POUND then
m.hurtCounter = 12 m.hurtCounter = 12
else else
m.hurtCounter = 8 m.hurtCounter = 8
end
end end
end end
network_player_local_restore_lag_state()
end end
end end

View file

@ -16,9 +16,15 @@ function bhv_arena_bobomb_init(obj)
end end
function bhv_arena_bobomb_intersects_player(obj, m, pos, radius) function bhv_arena_bobomb_intersects_player(obj, m, pos, radius)
local ownerNp = network_player_from_global_index(obj.oArenaBobombGlobalOwner)
network_player_local_set_lag_state(ownerNp)
local mPos1 = { x = m.pos.x, y = m.pos.y + 50, z = m.pos.z } local mPos1 = { x = m.pos.x, y = m.pos.y + 50, z = m.pos.z }
local mPos2 = { x = m.pos.x, y = m.pos.y + 150, z = m.pos.z } local mPos2 = { x = m.pos.x, y = m.pos.y + 150, z = m.pos.z }
return (vec3f_dist(pos, mPos1) < radius or vec3f_dist(pos, mPos2) < radius) local ret = (vec3f_dist(pos, mPos1) < radius or vec3f_dist(pos, mPos2) < radius)
network_player_local_restore_lag_state()
return ret
end end
function bhv_arena_bobomb_expode(obj) function bhv_arena_bobomb_expode(obj)

View file

@ -18,11 +18,18 @@ function bhv_arena_cannon_ball_init(obj)
end end
function bhv_arena_cannon_ball_intersects_local(obj, pos) function bhv_arena_cannon_ball_intersects_local(obj, pos)
local ownerNp = network_player_from_global_index(obj.oArenaBobombGlobalOwner)
network_player_local_set_lag_state(ownerNp)
local m = gMarioStates[0] local m = gMarioStates[0]
local mPos1 = { x = m.pos.x, y = m.pos.y + 50, z = m.pos.z } local mPos1 = { x = m.pos.x, y = m.pos.y + 50, z = m.pos.z }
local mPos2 = { x = m.pos.x, y = m.pos.y + 150, z = m.pos.z } local mPos2 = { x = m.pos.x, y = m.pos.y + 150, z = m.pos.z }
local radius = clamp(obj.oArenaCannonBallSize * 250, 75, 250) local radius = clamp(obj.oArenaCannonBallSize * 250, 75, 250)
return (vec3f_dist(pos, mPos1) < radius or vec3f_dist(pos, mPos2) < radius) local ret = (vec3f_dist(pos, mPos1) < radius or vec3f_dist(pos, mPos2) < radius)
network_player_local_restore_lag_state()
return ret
end end
function bhv_arena_cannon_ball_loop(obj) function bhv_arena_cannon_ball_loop(obj)