Replaces references to set_mario_animation() with set_character_animation(), but the old function still exists as a way to play any character animation on any character. Waluigi has two animations, added as a test and may not be final. Exposed new functions to Lua for usage in mods.
Primary concern is that each character requires 209 lines indicating what animations they use, similar to Character Sounds.
* Allow Lua action hooks to specify custom functions for more behavior
...like gravity, and update all current mods to match.
Spin jump and wall slide from the Extended Moveset mod now have gravity
code basically matching the original mod.
Currently, any place you'd want to use one of these new action hooks
still requires an O(n) check through all action hook per call. This
should probably be changed.
* Fix some remaining issues with Extended Moveset Lua port
- Remove divergent spin jump code
- Remove divergent roll code
- Remap roll button to Y
- Reimplement dive slide to make dive hop work like the original
- Allow spin from double jump, backflip, side flip
* Fix more issues with Extended Moveset Lua port
- Reimplement all users of update_walking_speed to incorporate the Tight
Controls edits and modified speed caps
- Fix instances of angle arithmetic to wrap properly across the mod
* Don't chop off group bits of custom action flags; assign missing groups in mods
This fixes the Extended Moveset's underwater actions. Chopping off those
bits was making the game consider the underwater actions to be a part of
the Stationary group, which caused `check_common_stationary_cancels`,
which upwarps Mario to the surface.
* Tweak roll sliding angle tendency
Rolling will now gradually (but fairly quckly) try to tend Mario's
facing angle down the slope.
This is cleaner than my old method that tries to flip Mario's angle
(wrongly) when he begins moving downward, having that logic coexist with
the logic for normal sliding actions that can also tend Mario to face
backward down the slope. Just looks ugly now by comparison.
* Disallow spin jump on slides in Extended Moveset port
This matches the original mod
* Extended Moveset: Crazy Box Bounce check
* Extended Moveset: Fix hugging the wall when spin jumping after wall kick
* Extended Moveset: Fix ledge drop snapping up to ground
Just reimplement `act_air_hit_wall` ourselves.
* Extended Moveset: Add Kaze's walking speed fix
* smlua_hooks.c: Restore option to use old API for hook_mario_action
The intent is to allow mods outside of this repo to continue working.
Co-authored-by: djoslin0 <djoslin0@users.noreply.github.com>
Local head rotation is now no longer copied to all other players
C-Up mode head rotation now sends to the other players through
the player packet so others can see the head move around
m->particleFlags are now synced to the other players now
autogenerated functions for characters.h
Fixes in autogen:
improvements to LVT/LOT conversion
improvements to immutability status
Updates to character-movesets.lua, every character has a moveset now
Added .type to stuct Character
Prevented unimplemented actions from crashing the game
* added a new audio bank 10 for luigi sounds
* made some audio memory buffers larger to fix sound cuts
* added option to enable/disable luigi sounds in the sound options menu
* added Andrat's "90's Classic Luigi Voice Pack" as default luigi sounds
Co-authored-by: anzz1 <>
Due to my compile & launch scripts, I was silently ignoring warnings
this whole time. I've fixed my process, and gone back to fixed all of
the warnings I could (even outside of my code).
As reported by somario360:
After grabbing the small box at the same time, one of two results can happen.
There will be a fake cloned box that will only be visually in the other
player's hands, or one player will be stuck in the punching animation until
the other player lets go of the box, in which the box goes into the stuck
player's hands.
Now escapes from action if the grab fails, preventing a softlock.
And now if both players report having the same object, the client
will drop their copy.
Fixes#14
The code was skipping playing the sound of the first punch, and changing
the size of the first for the first punch. Added hacky stuff to the
player packet code to ensure those events are hit.
Fixes#10 reported by somario360