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			150 lines
		
	
	
	
		
			5.9 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			150 lines
		
	
	
	
		
			5.9 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
-- name: Visible Lakitu
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-- description: You can now see everyone's Lakitu camera like in the Mirror room.\n\nYou may use this code for your own mods.\n\nBy Isaac
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-- localized versions of globally defined functions exposed to C (that are used often), for performance
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local math_random, is_player_active, network_player_from_global_index, cur_obj_unhide, cur_obj_hide, cur_obj_angle_to_home, atan2s, cur_obj_lateral_dist_to_home, network_send_object =
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      math.random, is_player_active, network_player_from_global_index, cur_obj_unhide, cur_obj_hide, cur_obj_angle_to_home, atan2s, cur_obj_lateral_dist_to_home, network_send_object
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local l = gLakituState
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local npl = gNetworkPlayers[0]
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-- define our variables to hold the global id of each Lakitu's owner, and its blink timer
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define_custom_obj_fields({ oLakituOwner = 'u32', oLakituBlinkTimer = 's32' })
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-- for some reason Lua doesn't treat booleans as 1/0 numbers
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local boolToNumber = { [true] = 1, [false] = 0 }
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local function obj_update_blinking(o, timer, base, range, length)
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    -- update our timer
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    if timer > 0 then timer = timer - 1
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    else timer = base + (range * math_random()) end
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    -- set Lakitu's blink state depending on what our timer is at
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    o.oAnimState = boolToNumber[(timer <= length)]
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    return timer
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end
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local function is_current_area_sync_valid()
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    -- check all connected players to see if their area sync is valid
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    for i = 0, (MAX_PLAYERS - 1) do
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        local np = gNetworkPlayers[i]
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        if np ~= nil and np.connected and (not np.currLevelSyncValid or not np.currAreaSyncValid) then
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            return false
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        end
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    end
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    return true
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end
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local function active_player(m, np)
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    -- check if this player is connected and in the same level
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    if not np.connected or np.currCourseNum ~= gNetworkPlayers[0].currCourseNum or np.currActNum ~= gNetworkPlayers[0].currActNum or np.currLevelNum ~= gNetworkPlayers[0].currLevelNum or
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        np.currAreaIndex ~= gNetworkPlayers[0].currAreaIndex then
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        return false
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    end
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    return is_player_active(m)
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end
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local function obj_mark_for_deletion_on_sync(o)
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    -- delete this Lakitu if the area's sync status is valid
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    if gNetworkPlayers[0].currAreaSyncValid then obj_mark_for_deletion(o) end
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end
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local function bhv_custom_lakitu_init(o)
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    -- set up Lakitu's flags
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    o.oFlags = (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)
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    -- use the default Lakitu animations
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    o.oAnimations = gObjectAnimations.lakitu_seg6_anims_060058F8
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    cur_obj_init_animation(0)
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    -- spawn Lakitu's cloud if this isn't the local player's Lakitu
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    if network_local_index_from_global(o.oLakituOwner) ~= 0 then
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        spawn_non_sync_object(id_bhvCloud, E_MODEL_MIST, o.oPosX, o.oPosY, o.oPosZ,
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            function(obj)
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                -- make the cloud a child of Lakitu
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                obj.parentObj = o
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                -- sm64 knows this is a Lakitu cloud if oBehParams2ndByte is set to 1
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                -- if oBehParams2ndByte is 0, the cloud will behave as a Fwoosh
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                obj.oBehParams2ndByte = 1
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                -- make the cloud twice the size size of a normal cloud (all Lakitu clouds do this)
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                obj_scale(obj, 2)
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            end)
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    end
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    -- init the networked Lakitu
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    network_init_object(o, true, { "oLakituOwner", "oFaceAngleYaw", "oFaceAnglePitch" })
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end
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local function bhv_custom_lakitu(o)
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    -- get the gNetworkPlayers table for the player that owns this Lakitu
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    local np = network_player_from_global_index(o.oLakituOwner)
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    -- this isn't a valid network player, delete this Lakitu
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    if np == nil then
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        obj_mark_for_deletion_on_sync(o)
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        return
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    end
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    -- get the mario state of the player that owns this Lakitu
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    local m = gMarioStates[np.localIndex]
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    -- don't update this Lakitu if it isn't our Lakitu
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    if m.playerIndex ~= 0 then
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        -- delete this Lakitu if it's owner isn't active
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        if not active_player(m, np) then
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            obj_mark_for_deletion_on_sync(o)
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            return
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        end
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        -- show the Lakitu for other players
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        cur_obj_unhide()
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        -- determine whether Lakitu should blink
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        o.oLakituBlinkTimer = obj_update_blinking(o, o.oLakituBlinkTimer, 20, 40, 4)
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        return
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    else
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        -- the local player cannot see it's own Lakitu
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        cur_obj_hide()
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    end
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    -- set the Lakitu position to the camera position of that player
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    o.oPosX = l.curPos.x
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    o.oPosY = l.curPos.y
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    o.oPosZ = l.curPos.z
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    -- look at Mario
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    o.oHomeX = l.curFocus.x
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    o.oHomeZ = l.curFocus.z
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    o.oFaceAngleYaw = cur_obj_angle_to_home()
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    o.oFaceAnglePitch = atan2s(cur_obj_lateral_dist_to_home(), o.oPosY - l.curFocus.y)
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    -- send the current state of our Lakitu to other players if the area sync is valild
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    if is_current_area_sync_valid() then
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        network_send_object(o, false)
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    end
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end
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local bhvPlayerLakitu = hook_behavior(nil, OBJ_LIST_DEFAULT, true, bhv_custom_lakitu_init, bhv_custom_lakitu)
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-- search for a Lakitu with our global index
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local function search_for_lakitu(index)
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    local o = obj_get_first_with_behavior_id(bhvPlayerLakitu)
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    while o ~= nil do
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        if o.oLakituOwner == index then
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            return o
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        end
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        o = obj_get_next_with_same_behavior_id(o)
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    end
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    return nil
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end
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-- spawn the local player's Lakitu when the area's sync state is valid (every time the player warps areas)
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local function update_lakitu()
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    -- if a Lakitu that we own already exists, don't spawn a new one
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    if search_for_lakitu(npl.globalIndex) then return end
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    -- spawn Lakitu with our custom Lakitu behavior and the default Lakitu model; and mark it as a sync object
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    spawn_sync_object(bhvPlayerLakitu, E_MODEL_LAKITU, 0, 0, 0, function(o)
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        -- save the global id of the player that owns this Lakitu
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        o.oLakituOwner = npl.globalIndex
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    end)
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end
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hook_event(HOOK_ON_SYNC_VALID, update_lakitu)
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