Rework punching pvp

Punching no longer reduces invincibility frames. Instead, punches can ignore knockback invincibility and the full punch punch kick combo can be done.
This commit is contained in:
Sunk 2024-10-07 23:19:47 -04:00
parent 9d6a239fd5
commit 902f04c08a
6 changed files with 21 additions and 12 deletions

View file

@ -427,7 +427,7 @@ struct MarioState
/*????*/ u8 wasNetworkVisible;
/*????*/ f32 minimumBoneY;
/*????*/ f32 curAnimOffset;
/*????*/ u8 knockbackTimer;
/*????*/ s8 knockbackTimer;
/*????*/ u8 specialTripleJump;
/*????*/ Vec3f wallNormal;
/*????*/ u8 visibleToEnemies;

View file

@ -672,9 +672,9 @@ u32 determine_knockback_action(struct MarioState *m, UNUSED s32 arg) {
if (!is_player_active(m2)) { continue; }
if (m2->marioObj == NULL) { continue; }
if (m2->marioObj != m->interactObj) { continue; }
if (m2->action == ACT_JUMP_KICK) { scaler = 2.0f; }
if (m2->flags & MARIO_KICKING) { scaler = 2.0f; }
else if (m2->action == ACT_DIVE) { scaler = 1 + fabs(m2->forwardVel * 0.01f); }
else if (m2->action == ACT_PUNCHING || m2->action == ACT_MOVE_PUNCHING) { hasBeenPunched = TRUE; }
else if ((m2->flags & MARIO_PUNCHING)) { scaler = 0.2; hasBeenPunched = TRUE; }
if (m2->flags & MARIO_METAL_CAP) { scaler *= 1.25f; }
break;
}
@ -692,7 +692,7 @@ u32 determine_knockback_action(struct MarioState *m, UNUSED s32 arg) {
m->vel[2] = -mag * coss(m->interactObj->oFaceAngleYaw);
m->slideVelX = m->vel[0];
m->slideVelZ = m->vel[2];
m->knockbackTimer = hasBeenPunched ? PVP_ATTACK_KNOCKBACK_TIMER_OVERRIDE : PVP_ATTACK_KNOCKBACK_TIMER_DEFAULT;
m->knockbackTimer = hasBeenPunched ? PVP_ATTACK_KNOCKBACK_TIMER_OVERRIDE + 1 : PVP_ATTACK_KNOCKBACK_TIMER_DEFAULT;
m->faceAngle[1] = m->interactObj->oFaceAngleYaw + (sign == 1.0f ? 0 : 0x8000);
}
@ -826,8 +826,7 @@ u32 take_damage_and_knock_back(struct MarioState *m, struct Object *o) {
}
update_mario_sound_and_camera(m);
u32 action = determine_knockback_action(m, o->oDamageOrCoinValue);
return drop_and_set_mario_action(m, action, (m->knockbackTimer == PVP_ATTACK_KNOCKBACK_TIMER_DEFAULT) ? damage : PVP_ATTACK_OVERRIDE_VANILLA_INVINCIBILITY);
return drop_and_set_mario_action(m, determine_knockback_action(m, o->oDamageOrCoinValue), damage);
}
return FALSE;
@ -1355,9 +1354,13 @@ u8 passes_pvp_interaction_checks(struct MarioState* attacker, struct MarioState*
|| attacker->action == ACT_STEEP_JUMP || attacker->action == ACT_HOLD_JUMP);
u8 isVictimIntangible = (victim->action & ACT_FLAG_INTANGIBLE);
u8 isVictimGroundPounding = (victim->action == ACT_GROUND_POUND) && (victim->actionState != 0);
if (victim->knockbackTimer > 0) {
if (victim->knockbackTimer != 0) {
return false;
}
if ((attacker->action == ACT_PUNCHING || attacker->action == ACT_MOVE_PUNCHING) &&
(victim->action == ACT_SOFT_BACKWARD_GROUND_KB || victim->action == ACT_SOFT_FORWARD_GROUND_KB)) {
return true;
}
return (!isInvulnerable && !isIgnoredAttack && !isAttackerInvulnerable && !isVictimIntangible && !isVictimGroundPounding);
}
@ -1491,7 +1494,9 @@ u32 interact_player_pvp(struct MarioState* attacker, struct MarioState* victim)
victim->invincTimer = max(victim->invincTimer, 3);
take_damage_and_knock_back(victim, attacker->marioObj);
bounce_back_from_attack(attacker, interaction);
if (!(attacker->flags & MARIO_PUNCHING)) {
bounce_back_from_attack(attacker, interaction);
}
victim->interactObj = NULL;
smlua_call_event_hooks_mario_params(HOOK_ON_PVP_ATTACK, attacker, victim, interaction);

View file

@ -100,7 +100,7 @@ enum InteractionFlag {
#define ATTACK_FROM_BELOW 6
#define PVP_ATTACK_KNOCKBACK_TIMER_DEFAULT 10
#define PVP_ATTACK_KNOCKBACK_TIMER_OVERRIDE 9
#define PVP_ATTACK_KNOCKBACK_TIMER_OVERRIDE -5
#define PVP_ATTACK_OVERRIDE_VANILLA_INVINCIBILITY 0x0000FFFF
#define INT_STATUS_ATTACK_MASK 0x000000FF

View file

@ -1970,6 +1970,8 @@ s32 execute_mario_action(UNUSED struct Object *o) {
if (gMarioState->knockbackTimer > 0) {
gMarioState->knockbackTimer--;
} else if (gMarioState->knockbackTimer < 0) {
gMarioState->knockbackTimer++;
}
// hide inactive players

View file

@ -1160,6 +1160,8 @@ u32 common_air_knockback_step(struct MarioState *m, u32 landAction, u32 hardFall
if (m->interactObj == NULL || !(m->interactObj->oInteractType & INTERACT_PLAYER)) {
mario_set_forward_vel(m, speed);
}
} else if (m->knockbackTimer < 0) {
// do nothing
} else {
m->knockbackTimer = PVP_ATTACK_KNOCKBACK_TIMER_DEFAULT;
}

View file

@ -1678,6 +1678,8 @@ s32 common_ground_knockback_action(struct MarioState *m, s32 animation, s32 arg2
m->forwardVel = -32.0f;
}
}
} else if (m->knockbackTimer < 0) {
// do nothing
} else {
m->knockbackTimer = PVP_ATTACK_KNOCKBACK_TIMER_DEFAULT;
}
@ -1701,9 +1703,7 @@ s32 common_ground_knockback_action(struct MarioState *m, s32 animation, s32 arg2
if (m->health < 0x100) {
set_mario_action(m, ACT_STANDING_DEATH, 0);
} else {
if (arg4 == PVP_ATTACK_OVERRIDE_VANILLA_INVINCIBILITY) { // Make being punched have reduced invincibility frames
m->invincTimer = 12;
} else if (arg4 > 0) {
if (arg4 > 0) {
m->invincTimer = 30;
}
set_mario_action(m, ACT_IDLE, 0);