mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2025-10-30 08:01:01 +00:00
296 lines
9.2 KiB
Lua
296 lines
9.2 KiB
Lua
-- initialize actions
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ACT_ROLL = (0x05B | ACT_FLAG_MOVING | ACT_FLAG_BUTT_OR_STOMACH_SLIDE)
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ACT_ROLL_AIR = (0x0BA | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
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-- initialize extra fields
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gMarioStateExtras = {}
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for i=0,(MAX_PLAYERS-1) do
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gMarioStateExtras[i] = {}
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gMarioStateExtras[i].spareFloat = 0
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gMarioStateExtras[i].spareInt = 0
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end
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---------------------------------------------------------
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function sins(theta)
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return math.sin(theta * math.pi / (2 * 16384))
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end
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function coss(theta)
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return math.cos(theta * math.pi / (2 * 16384))
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end
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---------------------------------------------------------
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function increase_roll_yaw(m)
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local newFacingDYaw = m.faceAngle.y - m.slideYaw
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if newFacingDYaw > 0 and newFacingDYaw <= 0x4000 then
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newFacingDYaw = newFacingDYaw - 0x200
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if newFacingDYaw < 0 then
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newFacingDYaw = 0
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end
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elseif newFacingDYaw > -0x4000 and newFacingDYaw < 0 then
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newFacingDYaw = newFacingDYaw + 0x200
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if newFacingDYaw > 0 then
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newFacingDYaw = 0
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end
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elseif newFacingDYaw > 0x4000 and newFacingDYaw < 0x8000 then
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newFacingDYaw = newFacingDYaw + 0x200
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if newFacingDYaw > 0x8000 then
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newFacingDYaw = 0x8000
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end
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elseif newFacingDYaw > -0x8000 and newFacingDYaw < -0x4000 then
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newFacingDYaw = newFacingDYaw - 0x200
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if newFacingDYaw < -0x8000 then
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newFacingDYaw = -0x8000
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end
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end
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if newFacingDYaw < -0x4000 or newFacingDYaw > 0x4000 then
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m.faceAngle.y = m.faceAngle.y + 0x4000
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end
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end
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function update_roll_sliding(m, stopSpeed)
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local stopped = 0
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local intendedDYaw = m.intendedYaw - m.slideYaw
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local forward = coss(intendedDYaw)
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local sideward = sins(intendedDYaw)
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--! 10k glitch
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if forward < 0.0 and m.forwardVel >= 0.0 then
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forward = forward * (0.5 + 0.5 * m.forwardVel / 100.0)
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end
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local accel = 4.0
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local lossFactor = 0.994
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local oldSpeed = math.sqrt(m.slideVelX * m.slideVelX + m.slideVelZ * m.slideVelZ)
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--! This is uses trig derivatives to rotate Mario's speed.
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-- In vanilla, it was slightly off/asymmetric since it uses the new X speed, but the old
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-- Z speed. I've gone and fixed it here.
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local angleChange = (m.intendedMag / 32.0) --* 0.6
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local modSlideVelX = m.slideVelZ * angleChange * sideward * 0.05
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local modSlideVelZ = m.slideVelX * angleChange * sideward * 0.05
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m.slideVelX = m.slideVelX + modSlideVelX
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m.slideVelZ = m.slideVelZ - modSlideVelZ
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local newSpeed = math.sqrt(m.slideVelX * m.slideVelX + m.slideVelZ * m.slideVelZ)
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if oldSpeed > 0.0 and newSpeed > 0.0 then
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m.slideVelX = m.slideVelX * oldSpeed / newSpeed
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m.slideVelZ = m.slideVelZ * oldSpeed / newSpeed
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end
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update_sliding_angle(m, accel, lossFactor)
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increase_roll_yaw(m)
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if m.playerIndex == 0 and mario_floor_is_slope(m) == 0 and m.forwardVel * m.forwardVel < stopSpeed * stopSpeed then
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mario_set_forward_vel(m, 0.0)
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stopped = 1
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end
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return stopped
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end
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---------------------------------------------------------
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function act_roll(m)
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local e = gMarioStateExtras[m.playerIndex]
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local MAX_NORMAL_ROLL_SPEED = 50.0
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local ROLL_BOOST_GAIN = 10.0
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local ROLL_CANCEL_LOCKOUT_TIME = 10
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local BOOST_LOCKOUT_TIME = 20
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-- e.spareFloat is used for Mario's rotation angle during the roll (persists when going into ACT_ROLL_AIR and back)
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-- e.spareInt is used for the boost lockout timer (persists when going into ACT_ROLL_AIR and back)
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-- m.actionTimer is used to lockout walk canceling out of rollout (reset each action switch)
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if m.actionTimer == 0 then
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if m.prevAction ~= ACT_ROLL_AIR then
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e.spareFloat = 0
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e.spareInt = 0
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end
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elseif m.actionTimer >= ROLL_CANCEL_LOCKOUT_TIME or m.actionArg == 1 then
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if (m.input & INPUT_Z_DOWN) == 0 then
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return set_mario_action(m, ACT_WALKING, 0);
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end
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end
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if (m.input & INPUT_B_PRESSED) ~= 0 then
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return set_jumping_action(m, ACT_FORWARD_ROLLOUT, 0);
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end
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if (m.input & INPUT_A_PRESSED) ~= 0 then
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return set_jumping_action(m, ACT_LONG_JUMP, 0);
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end
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if (m.controller.buttonPressed & R_TRIG) ~= 0 and m.actionTimer > 0 then
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m.vel.y = 19.0;
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play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, 0);
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if e.spareInt >= BOOST_LOCKOUT_TIME then
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e.spareInt = 0;
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if m.forwardVel < MAX_NORMAL_ROLL_SPEED then
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mario_set_forward_vel(m, math.min(m.forwardVel + ROLL_BOOST_GAIN, MAX_NORMAL_ROLL_SPEED));
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end
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m.particleFlags = m.particleFlags | PARTICLE_HORIZONTAL_STAR;
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-- ! playing this after the call to play_mario_sound seems to matter in making this sound play
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local cx, cy, cz = get_camera_position()
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play_sound(SOUND_ACTION_SPIN, cx, cy, cz)
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end
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return set_mario_action(m, ACT_ROLL_AIR, m.actionArg);
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end
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set_mario_animation(m, MARIO_ANIM_FORWARD_SPINNING);
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if update_roll_sliding(m, 10.0) ~= 0 then
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return set_mario_action(m, ACT_CROUCH_SLIDE, 0);
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end
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common_slide_action(m, ACT_CROUCH_SLIDE, ACT_ROLL_AIR, MARIO_ANIM_FORWARD_SPINNING);
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e.spareFloat = e.spareFloat + (0x80 * m.forwardVel);
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if e.spareFloat > 0x10000 then
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e.spareFloat = e.spareFloat - 0x10000;
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end
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set_anim_to_frame(m, 10 * e.spareFloat / 0x10000);
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e.spareInt = e.spareInt + 1;
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m.actionTimer = m.actionTimer + 1;
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return 0;
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end
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function act_roll_air(m)
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local e = gMarioStateExtras[m.playerIndex]
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local MAX_NORMAL_ROLL_SPEED = 50.0
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local ROLL_AIR_CANCEL_LOCKOUT_TIME = 15
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if m.actionTimer == 0 then
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if m.prevAction ~= ACT_ROLL then
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e.spareFloat = 0
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e.spareInt = 0
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end
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end
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if (m.input & INPUT_Z_DOWN) == 0 and m.actionTimer >= ROLL_AIR_CANCEL_LOCKOUT_TIME then
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return set_mario_action(m, ACT_FREEFALL, 0)
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end
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set_mario_animation(m, MARIO_ANIM_FORWARD_SPINNING)
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local air_step = perform_air_step(m, 0)
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if air_step == AIR_STEP_LANDED then
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if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
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play_sound_and_spawn_particles(m, SOUND_ACTION_TERRAIN_STEP, 0)
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return set_mario_action(m, ACT_ROLL, m.actionArg)
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end
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elseif air_step == AIR_STEP_HIT_WALL then
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mario_bonk_reflection(m, false)
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m.faceAngle.y = m.faceAngle.y + 0x8000
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if m.vel.y > 0.0 then
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m.vel.y = 0.0
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end
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m.particleFlags = m.particleFlags | PARTICLE_VERTICAL_STAR
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return set_mario_action(m, ACT_BACKWARD_AIR_KB, 0)
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end
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e.spareFloat = e.spareFloat + 0x80 * m.forwardVel
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if e.spareFloat > 0x10000 then
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e.spareFloat = e.spareFloat - 0x10000
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end
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set_anim_to_frame(m, 10 * e.spareFloat / 0x10000)
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e.spareInt = e.spareInt + 1
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m.actionTimer = m.actionTimer + 1
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return false
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end
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---------------------------------------------------------
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function update()
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end
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function mario_update(m)
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-- if m.vel.y > 0 then
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-- m.vel.y = m.vel.y + 2
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-- end
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if m.action == ACT_DIVE_SLIDE then
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if (m.input & INPUT_ABOVE_SLIDE) == 0 then
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if (m.input & INPUT_Z_DOWN) ~= 0 and m.actionTimer < 2 then
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return set_mario_action(m, ACT_ROLL, 1)
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elseif (m.input & INPUT_B_PRESSED) ~= 0 then
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-- dive hop
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-- m.vel.y = 21.0
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-- return set_mario_action(m, ACT_DIVE, 1)
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end
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end
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m.actionTimer = m.actionTimer + 1
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end
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if m.action == ACT_LONG_JUMP_LAND then
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if (m.input & INPUT_Z_DOWN) ~= 0 and m.forwardVel > 15.0 and m.actionTimer < 1 then
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play_mario_landing_sound_once(m, SOUND_ACTION_TERRAIN_LANDING);
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return set_mario_action(m, ACT_ROLL, 1);
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end
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end
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if m.action == ACT_CROUCHING then
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if (m.controller.buttonPressed & R_TRIG) ~= 0 then
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m.vel.y = 19.0
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mario_set_forward_vel(m, 32.0)
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play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, 0)
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local cx, cy, cz = get_camera_position()
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play_sound(SOUND_ACTION_SPIN, cx, cy, cz)
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return set_mario_action(m, ACT_ROLL_AIR, 0)
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end
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end
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if m.action == ACT_CROUCH_SLIDE then
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if (m.controller.buttonPressed & R_TRIG) ~= 0 then
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m.vel.y = 19.0
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mario_set_forward_vel(m, math.max(32, m.forwardVel))
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play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, 0)
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local cx, cy, cz = get_camera_position()
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play_sound(SOUND_ACTION_SPIN, cx, cy, cz)
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return set_mario_action(m, ACT_ROLL_AIR, 0)
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end
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end
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if m.action == ACT_GROUND_POUND_LAND then
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if (m.controller.buttonPressed & R_TRIG) ~= 0 then
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mario_set_forward_vel(m, 60)
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local cx, cy, cz = get_camera_position()
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play_sound(SOUND_ACTION_SPIN, cx, cy, cz)
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return set_mario_action(m, ACT_ROLL, 0)
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end
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end
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end
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hook_event(HOOK_UPDATE, update)
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hook_event(HOOK_MARIO_UPDATE, mario_update)
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hook_mario_action(ACT_ROLL, act_roll)
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hook_mario_action(ACT_ROLL_AIR, act_roll_air)
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