-- initialize actions ACT_ROLL = (0x05B | ACT_FLAG_MOVING | ACT_FLAG_BUTT_OR_STOMACH_SLIDE) ACT_ROLL_AIR = (0x0BA | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION) -- initialize extra fields gMarioStateExtras = {} for i=0,(MAX_PLAYERS-1) do gMarioStateExtras[i] = {} gMarioStateExtras[i].spareFloat = 0 gMarioStateExtras[i].spareInt = 0 end function act_roll(mario_index) print("rolling!") local m = gMarioStates[mario_index] local e = gMarioStateExtras[mario_index] local MAX_NORMAL_ROLL_SPEED = 50.0 local ROLL_BOOST_GAIN = 10.0 local ROLL_CANCEL_LOCKOUT_TIME = 10 local BOOST_LOCKOUT_TIME = 20 -- e.spareFloat is used for Mario's rotation angle during the roll (persists when going into ACT_ROLL_AIR and back) -- e.spareInt is used for the boost lockout timer (persists when going into ACT_ROLL_AIR and back) -- m.actionTimer is used to lockout walk canceling out of rollout (reset each action switch) if m.actionTimer == 0 then if m.prevAction ~= ACT_ROLL_AIR then e.spareFloat = 0 e.spareInt = 0 end elseif m.actionTimer >= ROLL_CANCEL_LOCKOUT_TIME or m.actionArg == 1 then if (m.input & INPUT_Z_DOWN) == 0 then print("rolling -> walking") return set_mario_action(mario_index, ACT_WALKING, 0); end end if (m.input & INPUT_B_PRESSED) ~= 0 then print("rolling -> rollout") return set_jumping_action(mario_index, ACT_FORWARD_ROLLOUT, 0); end if (m.input & INPUT_A_PRESSED) ~= 0 then print("rolling -> long jump") return set_jumping_action(mario_index, ACT_LONG_JUMP, 0); end if (m.controller.buttonPressed & R_TRIG) ~= 0 and m.actionTimer > 0 then m.vel.y = 19.0; play_mario_sound(mario_index, SOUND_ACTION_TERRAIN_JUMP, 0); if e.spareInt >= BOOST_LOCKOUT_TIME then e.spareInt = 0; if m.forwardVel < MAX_NORMAL_ROLL_SPEED then mario_set_forward_vel(mario_index, math.min(m.forwardVel + ROLL_BOOST_GAIN, MAX_NORMAL_ROLL_SPEED)); end m.particleFlags = m.particleFlags | PARTICLE_HORIZONTAL_STAR; -- ! playing this after the call to play_mario_sound seems to matter in making this sound play ------ TODO: play_sound(SOUND_ACTION_SPIN, m.marioObj->header.gfx.cameraToObject); end print("rolling -> rolling air") return set_mario_action(mario_index, ACT_ROLL_AIR, m.actionArg); end set_mario_animation(mario_index, MARIO_ANIM_FORWARD_SPINNING); if update_sliding(mario_index, 10.0) ~= 0 then print("rolling -> crouch slide") return set_mario_action(mario_index, ACT_CROUCH_SLIDE, 0); end common_slide_action(mario_index, ACT_CROUCH_SLIDE, ACT_ROLL_AIR, MARIO_ANIM_FORWARD_SPINNING); e.spareFloat = e.spareFloat + (0x80 * m.forwardVel); if e.spareFloat > 0x10000 then e.spareFloat = e.spareFloat - 0x10000; end set_anim_to_frame(mario_index, 10 * e.spareFloat / 0x10000); e.spareInt = e.spareInt + 1; m.actionTimer = m.actionTimer + 1; return 0; end function act_roll_air(mario_index) print("rolling air!") return set_mario_action(mario_index, ACT_DIVE, 0); end function update() --print("----------") --print(gMarioStates) --print(gMarioStates[0]) --print(gMarioStates[0].pos) --print(gMarioStates[0].pos.x) --print(gMarioStates[0].pos.y) --print(gMarioStates[0].pos.z) end function mario_update(mario_index) local m = gMarioStates[mario_index] -- if m.vel.y > 0 then -- m.vel.y = m.vel.y + 2 -- end if m.action == ACT_DIVE_SLIDE then set_mario_action(mario_index, ACT_ROLL, 0); end end function override_mario_action(mario_index, action) return (action == ACT_ROLL) or (action == ACT_ROLL_AIR) end hook_event(HOOK_UPDATE, update) hook_event(HOOK_MARIO_UPDATE, mario_update) hook_mario_action(ACT_ROLL, act_roll) hook_mario_action(ACT_ROLL_AIR, act_roll_air)