E_MODEL_VCUTM_LIGHT = smlua_model_util_get_id("vcutm_light_geo") COL_WF_SMALL_BOMP = smlua_collision_util_get("wf_seg7_collision_small_bomp") -- we use this instead of o->oHiddenStarLastInteractedObject local oHiddenStarLastInteractedPlayer = nil --- @param o Object function bhv_custom_hidden_star_trigger_init(o) network_init_object(o, true, { "activeFlags", "oInteractStatus" }) end --- @param o Object function bhv_custom_hidden_star_trigger_loop(o) if (o.oInteractStatus & INT_STATUS_INTERACTED) ~= 0 or obj_check_if_collided_with_object(o, gMarioStates[0].marioObj) ~= 0 then local hiddenStar = obj_get_nearest_object_with_behavior_id(o, bhvSMSRHiddenStar) if hiddenStar ~= nil then local count = obj_count_objects_with_behavior_id(bhvSMSRHiddenStarTrigger) - 1 hiddenStar.oHiddenStarTriggerCounter = 5 - count if 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(o) if player ~= nil then oHiddenStarLastInteractedPlayer = player end cur_obj_play_sound_2(SOUND_MENU_COLLECT_SECRET + ((hiddenStar.oHiddenStarTriggerCounter - 1) << 16)) end o.activeFlags = ACTIVE_FLAG_DEACTIVATED end end -------------- --- @param o Object function bhv_custom_hidden_star_init(o) local count = obj_count_objects_with_behavior_id(bhvSMSRHiddenStarTrigger) if count == 0 then local star = spawn_object_abs_with_rot(o, 0, E_MODEL_STAR, id_bhvStar, o.oPosX, o.oPosY, o.oPosZ, 0, 0, 0) if star ~= nil then star.oBehParams = o.oBehParams end o.activeFlags = ACTIVE_FLAG_DEACTIVATED end o.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 -- -- coding™ oHiddenStarLastInteractedPlayer = nil network_init_object(o, false, { "oAction", "oHiddenStarTriggerCounter", "oPosX", "oPosY", "oPosZ", "oTimer" }) end --- @param o Object function bhv_custom_hidden_star_loop(o) switch(o.oAction, { [0] = function() -- for case 0 if o.oHiddenStarTriggerCounter == 5 then o.oAction = 1 end end, [1] = function() -- for case 1 if o.oTimer > 2 then star = spawn_red_coin_cutscene_star(o.oPosX, o.oPosY, o.oPosZ) if not (star == nil) then if oHiddenStarLastInteractedPlayer == gMarioStates[0] then star.oStarSpawnExtCutsceneFlags = 1 else star.oStarSpawnExtCutsceneFlags = 0 end spawn_mist_particles() end o.activeFlags = ACTIVE_FLAG_DEACTIVATED end end, }) end -------------- --- @param o Object function bhv_breakable_rock_init(o) network_init_object(o, false, nil) end -------------- --- @param o Object function bhv_breakable_window_init(o) o.collisionData = COL_WF_SMALL_BOMP network_init_object(o, false, { "oFlags", "oInteractStatus" }) end --- @param o Object function bhv_breakable_window_loop(o) if (o.oInteractStatus & INT_STATUS_INTERACTED) == 0 or (o.oInteractStatus & INT_STATUS_WAS_ATTACKED) == 0 then return end if check_local_mario_attacking(o) ~= 0 then obj_explode_and_spawn_coins(80, 0) create_sound_spawner(SOUND_GENERAL_WALL_EXPLOSION) o.oInteractStatus = 0 end end -------------- --- @param o Object function bhv_star_replica_init(o) despawn_if_stars_below_count(o, 121) -- 121 star check end -------------- --- @param o Object function bhv_red_sinking_platform_init(o) cur_obj_set_home_once() network_init_object(o, true, { "oSinkWhenSteppedOnUnk104", "oGraphYOffset", "oHomeY" }) end -------------- --- @param o Object function bhv_star_door_wall_loop(o) if get_star_count() >= 30 then o.activeFlags = ACTIVE_FLAG_DEACTIVATED end end -------------- --- @param o Object function bhv_special_breakable_box_init(o) despawn_if_stars_below_count(o, 121) -- 121 star check network_init_object(o, false, nil) end -------------- -- why even make an init function function bhv_piranha_plant_wild_loop() end -------------- -- why even make an init function function bhv_big_leaves_init() end -------------- --- @param o Object function bhv_lily_pad_init(o) network_init_object(o, true, { "oSinkWhenSteppedOnUnk104", "oGraphYOffset", "oHomeY" }) end -------------- --- @param o Object function bhv_tambourine_init(o) network_init_object(o, false, nil) end -------------- --- @param o Object function bhv_small_bee_init(o) network_init_object(o, false, nil) end -------------- --- @param o Object function bhv_star_moving_init(o) network_init_object(o, false, nil) end -------------- --- @param o Object function bhv_falling_domino_init(o) network_init_object(o, false, nil) end -------------- --- @param o Object function bhv_lava_lift_init(o) network_init_object(o, false, nil) end -------------- --- @param o Object function bhv_rotating_lava_platform_init(o) network_init_object(o, false, nil) end -------------- --- @param o Object function bhv_sinking_donut_init(o) network_init_object(o, true, { "oSinkWhenSteppedOnUnk104", "oGraphYOffset", "oHomeY" }) end --- @param o Object function bhv_sinking_donut_loop(o) sinking_perform_sink_check(o) sinking_perform_sink_check(o) -- called twice end -------------- --- @param o Object function bhv_floating_thwomp_init(o) network_init_object(o, true, { "oHomeX", "oHomeY", "oHomeZ", "oAction", "oPosX", "oPosY", "oPosZ", "oVelX", "oVelY", "oVelZ" }) end -------------- --- @param o Object function bhv_toxic_waste_platform_init(o) network_init_object(o, true, { "oSinkWhenSteppedOnUnk104", "oGraphYOffset", "oHomeY" }) end --- @param o Object function bhv_toxic_waste_platform_loop(o) sinking_perform_sink_check(o) end -------------- --- @param o Object function bhv_pushable_tomb_init(o) network_init_object(o, true, { "oPosX", "oPosY", "oPosZ" }) end -------------- --- @param o Object function bhv_lights_on_switch_init(o) o.parentObj = cur_obj_nearest_object_with_behavior(get_behavior_from_id(id_bhvFloorSwitchAnimatesObject)) obj_set_model_extended(o, E_MODEL_VCUTM_LIGHT) network_init_object(o, true, { "oFloorSwitchPressAnimationUnkF4", "oFloorSwitchPressAnimationUnkF8", "oFloorSwitchPressAnimationUnkFC" }) end --- @param o Object function bhv_lights_on_switch_loop(o) if o.oFloorSwitchPressAnimationUnk100 ~= 0 then if o.parentObj ~= nil and o.parentObj.oAction ~= 2 then o.oFloorSwitchPressAnimationUnk100 = 0 end if o.oFloorSwitchPressAnimationUnkFC ~= 0 then if o.oBehParams2ndByte >= 0 and o.oBehParams2ndByte <= 2 then o.oFloorSwitchPressAnimationUnkF4 = 200 end else o.oFloorSwitchPressAnimationUnkF4 = 0 end elseif o.parentObj ~= nil and o.parentObj.oAction == 2 then o.oFloorSwitchPressAnimationUnkFC = o.oFloorSwitchPressAnimationUnkFC ~ 1 o.oFloorSwitchPressAnimationUnk100 = 1 end if o.oFloorSwitchPressAnimationUnkF4 ~= 0 then if o.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 o.oFloorSwitchPressAnimationUnkF4 = o.oFloorSwitchPressAnimationUnkF4 - 1 if o.oFloorSwitchPressAnimationUnkF4 == 0 then o.oFloorSwitchPressAnimationUnkFC = 0 end if o.oFloorSwitchPressAnimationUnkF8 < 9 then o.oFloorSwitchPressAnimationUnkF8 = o.oFloorSwitchPressAnimationUnkF8 + 1 end else o.oFloorSwitchPressAnimationUnkF8 = o.oFloorSwitchPressAnimationUnkF8 - 2 if o.oFloorSwitchPressAnimationUnkF8 < 0 then o.oFloorSwitchPressAnimationUnkF8 = 0 o.oFloorSwitchPressAnimationUnkFC = 1 end end local fType = math.floor(o.oFloorSwitchPressAnimationUnkF8 / 2) if fType == 0 then cur_obj_hide() else cur_obj_unhide() end end