mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2025-10-30 08:01:01 +00:00
309 lines
No EOL
8.6 KiB
Lua
309 lines
No EOL
8.6 KiB
Lua
E_MODEL_VCUTM_LIGHT = smlua_model_util_get_id("vcutm_light_geo")
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COL_WF_SMALL_BOMP = smlua_collision_util_get("wf_seg7_collision_small_bomp")
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-- we use this instead of o->oHiddenStarLastInteractedObject
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local oHiddenStarLastInteractedPlayer = nil
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--- @param o Object
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function bhv_custom_hidden_star_trigger_init(o)
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network_init_object(o, true, { "activeFlags", "oInteractStatus" })
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end
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--- @param o Object
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function bhv_custom_hidden_star_trigger_loop(o)
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if (o.oInteractStatus & INT_STATUS_INTERACTED) ~= 0 or obj_check_if_collided_with_object(o, gMarioStates[0].marioObj) ~= 0 then
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local hiddenStar = obj_get_nearest_object_with_behavior_id(o, bhvSMSRHiddenStar)
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if hiddenStar ~= nil then
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local count = obj_count_objects_with_behavior_id(bhvSMSRHiddenStarTrigger) - 1
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hiddenStar.oHiddenStarTriggerCounter = 5 - count
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if hiddenStar.oHiddenStarTriggerCounter ~= 5 then
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spawn_orange_number(hiddenStar.oHiddenStarTriggerCounter, 0, 0, 0)
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end
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-- set the last person who interacted with a secret to the parent so only they get the star cutscene
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player = nearest_mario_state_to_object(o)
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if player ~= nil then
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oHiddenStarLastInteractedPlayer = player
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end
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cur_obj_play_sound_2(SOUND_MENU_COLLECT_SECRET + ((hiddenStar.oHiddenStarTriggerCounter - 1) << 16))
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end
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o.activeFlags = ACTIVE_FLAG_DEACTIVATED
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end
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end
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--------------
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--- @param o Object
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function bhv_custom_hidden_star_init(o)
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local count = obj_count_objects_with_behavior_id(bhvSMSRHiddenStarTrigger)
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if count == 0 then
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local star = spawn_object_abs_with_rot(o, 0, E_MODEL_STAR, id_bhvStar, o.oPosX, o.oPosY, o.oPosZ, 0, 0, 0)
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if star ~= nil then
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star.oBehParams = o.oBehParams
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end
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o.activeFlags = ACTIVE_FLAG_DEACTIVATED
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end
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o.oHiddenStarTriggerCounter = 5 - count
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-- we haven't interacted with a player yet.
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-- We also don't sync this as not only is it not required
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-- but it also is only set for an interaction.
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-- Therefore this object must already be loaded for it to be set
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-- and if it wasn't. You couldn't of possibly been the one
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-- who last interacted to begin with
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--
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-- coding™
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oHiddenStarLastInteractedPlayer = nil
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network_init_object(o, false, { "oAction", "oHiddenStarTriggerCounter", "oPosX", "oPosY", "oPosZ", "oTimer" })
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end
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--- @param o Object
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function bhv_custom_hidden_star_loop(o)
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switch(o.oAction, {
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[0] = function() -- for case 0
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if o.oHiddenStarTriggerCounter == 5 then
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o.oAction = 1
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end
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end,
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[1] = function() -- for case 1
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if o.oTimer > 2 then
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star = spawn_red_coin_cutscene_star(o.oPosX, o.oPosY, o.oPosZ)
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if not (star == nil) then
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if oHiddenStarLastInteractedPlayer == gMarioStates[0] then
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star.oStarSpawnExtCutsceneFlags = 1
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else
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star.oStarSpawnExtCutsceneFlags = 0
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end
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spawn_mist_particles()
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end
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o.activeFlags = ACTIVE_FLAG_DEACTIVATED
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end
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end,
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})
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end
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--------------
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--- @param o Object
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function bhv_breakable_rock_init(o)
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network_init_object(o, false, nil)
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end
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--------------
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--- @param o Object
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function bhv_breakable_window_init(o)
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o.collisionData = COL_WF_SMALL_BOMP
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network_init_object(o, false, { "oFlags", "oInteractStatus" })
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end
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--- @param o Object
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function bhv_breakable_window_loop(o)
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if (o.oInteractStatus & INT_STATUS_INTERACTED) == 0 or (o.oInteractStatus & INT_STATUS_WAS_ATTACKED) == 0 then
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return
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end
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if check_local_mario_attacking(o) ~= 0 then
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obj_explode_and_spawn_coins(80, 0)
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create_sound_spawner(SOUND_GENERAL_WALL_EXPLOSION)
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o.oInteractStatus = 0
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end
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end
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--------------
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--- @param o Object
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function bhv_star_replica_init(o)
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despawn_if_stars_below_count(o, 121) -- 121 star check
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end
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--------------
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--- @param o Object
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function bhv_red_sinking_platform_init(o)
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cur_obj_set_home_once()
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network_init_object(o, true, { "oSinkWhenSteppedOnUnk104", "oGraphYOffset", "oHomeY" })
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end
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--------------
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--- @param o Object
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function bhv_star_door_wall_loop(o)
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if get_star_count() >= 30 then
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o.activeFlags = ACTIVE_FLAG_DEACTIVATED
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end
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end
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--------------
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--- @param o Object
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function bhv_special_breakable_box_init(o)
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despawn_if_stars_below_count(o, 121) -- 121 star check
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network_init_object(o, false, nil)
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end
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--------------
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-- why even make an init function
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function bhv_piranha_plant_wild_loop()
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end
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--------------
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-- why even make an init function
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function bhv_big_leaves_init()
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end
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--------------
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--- @param o Object
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function bhv_lily_pad_init(o)
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network_init_object(o, true, { "oSinkWhenSteppedOnUnk104", "oGraphYOffset", "oHomeY" })
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end
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--------------
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--- @param o Object
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function bhv_tambourine_init(o)
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network_init_object(o, false, nil)
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end
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--------------
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--- @param o Object
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function bhv_small_bee_init(o)
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network_init_object(o, false, nil)
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end
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--------------
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--- @param o Object
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function bhv_star_moving_init(o)
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network_init_object(o, false, nil)
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end
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--------------
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--- @param o Object
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function bhv_falling_domino_init(o)
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network_init_object(o, false, nil)
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end
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--------------
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--- @param o Object
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function bhv_lava_lift_init(o)
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network_init_object(o, false, nil)
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end
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--------------
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--- @param o Object
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function bhv_rotating_lava_platform_init(o)
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network_init_object(o, false, nil)
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end
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--------------
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--- @param o Object
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function bhv_sinking_donut_init(o)
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network_init_object(o, true, { "oSinkWhenSteppedOnUnk104", "oGraphYOffset", "oHomeY" })
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end
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--- @param o Object
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function bhv_sinking_donut_loop(o)
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sinking_perform_sink_check(o)
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sinking_perform_sink_check(o) -- called twice
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end
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--------------
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--- @param o Object
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function bhv_floating_thwomp_init(o)
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network_init_object(o, true, { "oHomeX", "oHomeY", "oHomeZ", "oAction", "oPosX", "oPosY", "oPosZ", "oVelX", "oVelY", "oVelZ" })
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end
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--------------
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--- @param o Object
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function bhv_toxic_waste_platform_init(o)
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network_init_object(o, true, { "oSinkWhenSteppedOnUnk104", "oGraphYOffset", "oHomeY" })
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end
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--- @param o Object
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function bhv_toxic_waste_platform_loop(o)
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sinking_perform_sink_check(o)
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end
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--------------
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--- @param o Object
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function bhv_pushable_tomb_init(o)
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network_init_object(o, true, { "oPosX", "oPosY", "oPosZ" })
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end
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--------------
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--- @param o Object
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function bhv_lights_on_switch_init(o)
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o.parentObj = cur_obj_nearest_object_with_behavior(get_behavior_from_id(id_bhvFloorSwitchAnimatesObject))
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obj_set_model_extended(o, E_MODEL_VCUTM_LIGHT)
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network_init_object(o, true, { "oFloorSwitchPressAnimationUnkF4", "oFloorSwitchPressAnimationUnkF8", "oFloorSwitchPressAnimationUnkFC" })
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end
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--- @param o Object
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function bhv_lights_on_switch_loop(o)
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if o.oFloorSwitchPressAnimationUnk100 ~= 0 then
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if o.parentObj ~= nil and o.parentObj.oAction ~= 2 then
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o.oFloorSwitchPressAnimationUnk100 = 0
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end
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if o.oFloorSwitchPressAnimationUnkFC ~= 0 then
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if o.oBehParams2ndByte >= 0 and o.oBehParams2ndByte <= 2 then
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o.oFloorSwitchPressAnimationUnkF4 = 200
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end
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else
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o.oFloorSwitchPressAnimationUnkF4 = 0
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end
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elseif o.parentObj ~= nil and o.parentObj.oAction == 2 then
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o.oFloorSwitchPressAnimationUnkFC = o.oFloorSwitchPressAnimationUnkFC ~ 1
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o.oFloorSwitchPressAnimationUnk100 = 1
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end
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if o.oFloorSwitchPressAnimationUnkF4 ~= 0 then
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if o.oFloorSwitchPressAnimationUnkF4 < 60 then
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cur_obj_play_sound_1(SOUND_GENERAL2_SWITCH_TICK_SLOW)
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else
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cur_obj_play_sound_1(SOUND_GENERAL2_SWITCH_TICK_FAST)
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end
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o.oFloorSwitchPressAnimationUnkF4 = o.oFloorSwitchPressAnimationUnkF4 - 1
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if o.oFloorSwitchPressAnimationUnkF4 == 0 then
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o.oFloorSwitchPressAnimationUnkFC = 0
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end
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if o.oFloorSwitchPressAnimationUnkF8 < 9 then
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o.oFloorSwitchPressAnimationUnkF8 = o.oFloorSwitchPressAnimationUnkF8 + 1
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end
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else
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o.oFloorSwitchPressAnimationUnkF8 = o.oFloorSwitchPressAnimationUnkF8 - 2
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if o.oFloorSwitchPressAnimationUnkF8 < 0 then
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o.oFloorSwitchPressAnimationUnkF8 = 0
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o.oFloorSwitchPressAnimationUnkFC = 1
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end
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end
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local fType = math.floor(o.oFloorSwitchPressAnimationUnkF8 / 2)
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if fType == 0 then
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cur_obj_hide()
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else
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cur_obj_unhide()
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end
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end |