sm64coopdx/mods/char-select-extra-chars/movesets.lua
2025-03-07 20:17:07 -07:00

1299 lines
No EOL
44 KiB
Lua

if not _G.charSelectExists then return end
ANGLE_QUEUE_SIZE = 9
SPIN_TIMER_SUCCESSFUL_INPUT = 4
gEventTable = {}
gCharSelectEventTable = {}
gStateExtras = {}
for i = 0, (MAX_PLAYERS - 1) do
gStateExtras[i] = {}
local m = gMarioStates[i]
local e = gStateExtras[i]
e.prevPos = {}
e.prevPos.x = 0
e.prevPos.y = 0
e.prevPos.z = 0
e.angleDeltaQueue = {}
for j = 0, (ANGLE_QUEUE_SIZE - 1) do e.angleDeltaQueue[j] = 0 end
e.lastAction = m.action
e.animFrame = 0
e.animArg = 0
e.scuttle = 0
e.averageForwardVel = 0
e.boostTimer = 0
e.rotAngle = 0
e.lastHurtCounter = 0
e.stickLastAngle = 0
e.spinDirection = 0
e.spinBufferTimer = 0
e.spinInput = 0
e.lastIntendedMag = 0
e.swims = 0
-- birdo
e.spitTimer = 0
e.framesSinceShoot = 255
e.flameCharge = 0
end
local princessFloatActs = {
[ACT_JUMP] = true,
[ACT_DOUBLE_JUMP] = true,
[ACT_TRIPLE_JUMP] = true,
[ACT_LONG_JUMP] = true,
[ACT_BACKFLIP] = true,
[ACT_SIDE_FLIP] = true,
[ACT_WALL_KICK_AIR] = true,
}
local function play_custom_anim(m, name, accel)
if accel == nil then
accel = 0x10000
end
m.marioObj.header.gfx.animInfo.animAccel = accel
if (smlua_anim_util_get_current_animation_name(m.marioObj) ~= name or m.marioObj.header.gfx.animInfo.animID ~= -1) then
m.marioObj.header.gfx.animInfo.animFrame = 1
set_anim_to_frame(m, 0)
end
-- jank may occur without this line
m.marioObj.header.gfx.animInfo.animID = -1
smlua_anim_util_set_animation(m.marioObj, name)
end
local SOUND_SPIT = audio_sample_load("spit.ogg") -- Load audio sample
-----------------------
-- Toadette Movement --
-----------------------
function toadette_before_phys_step(m)
local e = gStateExtras[m.playerIndex]
local hScale = 1.0
local vScale = 1.0
-- faster ground movement
if (m.action & ACT_FLAG_MOVING) ~= 0 then
hScale = hScale * 1.05
end
-- slower holding item
if m.heldObj ~= nil then
m.vel.y = m.vel.y - 2.0
hScale = hScale * 0.9
if (m.action & ACT_FLAG_AIR) ~= 0 then
hScale = hScale * 0.9
end
end
m.vel.x = m.vel.x * hScale
m.vel.y = m.vel.y * vScale
m.vel.z = m.vel.z * hScale
end
function toadette_on_set_action(m)
local e = gStateExtras[m.playerIndex]
-- wall kick height based on how fast toadette is going
if m.action == ACT_WALL_KICK_AIR and m.prevAction ~= ACT_HOLDING_POLE and m.prevAction ~= ACT_CLIMBING_POLE then
m.vel.y = m.vel.y * 0.8
m.vel.y = m.vel.y + e.averageForwardVel * 0.8
return
end
-- more distance on dive and long jump
if m.action == ACT_DIVE or m.action == ACT_LONG_JUMP then
m.forwardVel = m.forwardVel * 1
end
-- less height on jumps
if m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP or m.action == ACT_TRIPLE_JUMP or m.action == ACT_SPECIAL_TRIPLE_JUMP or m.action == ACT_STEEP_JUMP or m.action == ACT_RIDING_SHELL_JUMP or m.action == ACT_BACKFLIP or m.action == ACT_WALL_KICK_AIR or m.action == ACT_LONG_JUMP then
m.vel.y = m.vel.y * 1
-- prevent from getting stuck on platform
if m.marioObj.platform ~= nil then
m.pos.y = m.pos.y + 10
end
elseif m.action == ACT_SIDE_FLIP then
m.vel.y = m.vel.y * 0.86
-- prevent from getting stuck on platform
if m.marioObj.platform ~= nil then
m.pos.y = m.pos.y + 10
end
end
e.lastAction = action
end
function toadette_update(m)
local e = gStateExtras[m.playerIndex]
-- track average forward velocity
if e.averageForwardVel > m.forwardVel then
e.averageForwardVel = e.averageForwardVel * 0.93 + m.forwardVel * 0.07
else
e.averageForwardVel = m.forwardVel
end
-- keep your momentum for a while
if m.action == ACT_WALKING and m.forwardVel > 30 then
mario_set_forward_vel(m, m.forwardVel + 0.8)
end
-- faster flip during ground pound
if m.action == ACT_GROUND_POUND then
m.marioObj.header.gfx.animInfo.animAccel = 32768 * 4
if m.actionTimer < 10 then
m.actionTimer = m.actionTimer + 1
end
end
-- Floaty
if m.vel.y < 0 and (m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP or m.action == ACT_TRIPLE_JUMP or m.action == ACT_HOLD_JUMP) then
m.vel.y = m.vel.y + 0.9
end
end
-----------------
-- Peach Float --
-----------------
ACT_PEACH_FLOAT = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION | ACT_FLAG_MOVING)
--- @param m MarioState
local function act_peach_float(m)
-- apply movement when using action
common_air_action_step(m, ACT_JUMP_LAND, CHAR_ANIM_BEND_KNESS_RIDING_SHELL, AIR_STEP_NONE)
-- setup when action starts (horizontal speed and voiceline)
if m.actionTimer == 0 then
play_character_sound(m, CHAR_SOUND_HELLO)
end
if m.forwardVel > 20 then
m.forwardVel = m.forwardVel - 0.5
end
-- Slowly decend
m.vel.y = -1
set_mario_particle_flags(m, PARTICLE_SPARKLES, 0)
-- avoid issue with flying and then make the hover end after 2 secs or when stopping holding the button
if m.prevAction ~= ACT_TRIPLE_JUMP and (m.flags & MARIO_WING_CAP) ~= 0 then
if m.actionTimer >= 50 or (m.controller.buttonDown & A_BUTTON) == 0 then
set_mario_action(m, ACT_FREEFALL, 0)
end
else
if m.actionTimer >= 50 or (m.controller.buttonDown & A_BUTTON) == 0 then
set_mario_action(m, ACT_FREEFALL, 0)
end
end
-- increment the action timer to make the hover stop
m.actionTimer = m.actionTimer + 1
end
--- @param m MarioState
function peach_update(m)
if (m.input & INPUT_A_DOWN) ~= 0 and m.vel.y < -10 and m.prevAction ~= ACT_PEACH_FLOAT and princessFloatActs[m.action] then
set_mario_action(m, ACT_PEACH_FLOAT, 0)
end
end
hook_mario_action(ACT_PEACH_FLOAT, act_peach_float)
-----------------------
-- Daisy Double Jump --
-----------------------
ACT_DAISY_JUMP = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION | ACT_FLAG_MOVING)
--- @param m MarioState
local function act_daisy_jump(m)
-- apply movement when using action
common_air_action_step(m, ACT_JUMP_LAND, CHAR_ANIM_BEND_KNESS_RIDING_SHELL, AIR_STEP_NONE)
-- setup when action starts (vertical speed and voiceline)
if m.actionTimer == 0 then
m.vel.y = m.forwardVel*0.3 + 40
m.forwardVel = m.forwardVel*0.7
play_character_sound(m, CHAR_SOUND_HELLO)
end
set_mario_particle_flags(m, PARTICLE_LEAF, 0)
-- avoid issue with flying and then make the hover end after 2 secs or when stopping holding the button
if m.prevAction ~= ACT_TRIPLE_JUMP and (m.flags & MARIO_WING_CAP) ~= 0 then
if m.actionTimer >= 10 or (m.controller.buttonDown & A_BUTTON) == 0 then
set_mario_action(m, ACT_FREEFALL, 0)
end
else
if m.actionTimer >= 10 or (m.controller.buttonDown & A_BUTTON) == 0 then
set_mario_action(m, ACT_FREEFALL, 0)
end
end
-- increment the action timer to make the hover stop
m.actionTimer = m.actionTimer + 1
end
--- @param m MarioState
function daisy_update(m)
if (m.input & INPUT_A_PRESSED) ~= 0 and m.vel.y < 10 and m.prevAction ~= ACT_DAISY_JUMP and princessFloatActs[m.action] then
set_mario_action(m, ACT_DAISY_JUMP, 0)
end
end
hook_mario_action(ACT_DAISY_JUMP, act_daisy_jump)
-------------------
-- Yoshi Flutter --
-------------------
-- Flutterable actions, these don't match the DS flutterable actions
local flutterWhiteList = {
[ACT_JUMP] = true,
[ACT_DOUBLE_JUMP] = true,
[ACT_TRIPLE_JUMP] = true,
[ACT_LONG_JUMP] = true,
[ACT_FREEFALL] = true
}
ACT_FLUTTER = allocate_mario_action(ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION | ACT_GROUP_AIRBORNE)
YOSHI_ANIM_FLUTTER = 'yoshi_flutter_jump'
local YOSHI_SOUND_FLUTTER = audio_sample_load("yoshi_flutter.ogg") -- Load audio sample
---@param m MarioState
function act_flutter(m)
-- End flutter after 1 second
if m.actionTimer >= 30 or (m.input & INPUT_A_DOWN) == 0 then
if m.actionTimer < 30 then
audio_sample_stop(YOSHI_SOUND_FLUTTER) -- Stop sample after letting go of A
end
return set_mario_action(m, ACT_FREEFALL, 0)
end
local ended = common_air_action_step(m, ACT_JUMP_LAND, CHAR_ANIM_RUNNING_UNUSED, 0) ~= 0 -- Checks if the action ended earlier due to forced actions like bonking or landing
if ended then
audio_sample_stop(YOSHI_SOUND_FLUTTER) -- Stop sample after landing
end
if m.actionTimer == 0 and not ended then
audio_sample_play(YOSHI_SOUND_FLUTTER, m.pos, 1) -- Play audio sample
end
smlua_anim_util_set_animation(m.marioObj, YOSHI_ANIM_FLUTTER) -- Sets the animation
m.marioBodyState.eyeState = MARIO_EYES_CLOSED ---@type MarioEyesGSCId Eye State
m.vel.y = approach_f32(m.vel.y, m.actionTimer / 1.25, 8, 8) -- Height increases faster as the 1 second passes
m.marioObj.header.gfx.animInfo.animAccel = 32768 * 4 -- Animation Speed
m.actionTimer = m.actionTimer + 1
return false
end
---@param m MarioState
function yoshi_update(m)
if m.prevAction & ACT_FLAG_AIR == 0 and m.action & ACT_FLAG_AIR ~= 0 and flutterWhiteList[m.action] and m.controller.buttonDown & A_BUTTON ~= 0 and m.vel.y < 0 then
set_mario_action(m, ACT_FLUTTER, 0)
end
end
hook_mario_action(ACT_FLUTTER, { every_frame = act_flutter })
---------------
-- Birdo Egg --
---------------
ACT_BIRDO_HOLD_WALKING = allocate_mario_action(ACT_FLAG_MOVING | ACT_GROUP_OBJECT)
ACT_BIRDO_SPIT_EGG = allocate_mario_action(ACT_FLAG_STATIONARY | ACT_FLAG_IDLE | ACT_FLAG_ALLOW_FIRST_PERSON | ACT_FLAG_PAUSE_EXIT)
ACT_BIRDO_SPIT_EGG_WALK = allocate_mario_action(ACT_FLAG_MOVING | ACT_FLAG_ALLOW_FIRST_PERSON)
ACT_BIRDO_SPIT_EGG_AIR = allocate_mario_action(ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION | ACT_FLAG_CONTROL_JUMP_HEIGHT)
-- this version works more like regular walking
---@param m MarioState
local function act_birdo_hold_walking(m)
if not m then return false end
local startYaw = m.faceAngle.y
if m.heldObj and m.heldObj.behavior == get_behavior_from_id(id_bhvJumpingBox) then
return set_mario_action(m, ACT_CRAZY_BOX_BOUNCE, 0);
end
if (m.marioObj.oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) ~= 0 then
return drop_and_set_mario_action(m, ACT_WALKING, 0);
end
if (should_begin_sliding(m)) ~= 0 then
return set_mario_action(m, ACT_HOLD_BEGIN_SLIDING, 0);
end
if (m.input & INPUT_B_PRESSED) ~= 0 then
return set_mario_action(m, ACT_THROWING, 0);
end
if (m.input & INPUT_A_PRESSED) ~= 0 then
return set_jumping_action(m, ACT_HOLD_JUMP, 0);
end
if (m.input & INPUT_ZERO_MOVEMENT) ~= 0 then
return set_mario_action(m, ACT_HOLD_DECELERATING, 0);
end
if (m.input & INPUT_Z_PRESSED) ~= 0 then
return drop_and_set_mario_action(m, ACT_CROUCH_SLIDE, 0);
end
update_walking_speed(m); -- normal walking speed
local result = perform_ground_step(m)
if result == GROUND_STEP_LEFT_GROUND then
set_mario_action(m, ACT_HOLD_FREEFALL, 0);
elseif result == GROUND_STEP_HIT_WALL then
if (m.forwardVel > 16) then
mario_set_forward_vel(m, 16)
end
end
-- for the animation, temporarily read birdo's speed as lower so it looks less goofy
local prevForwardVel = m.forwardVel
local prevMag = m.intendedMag
m.forwardVel = m.forwardVel * 0.6
m.intendedMag = m.intendedMag * 0.6
anim_and_audio_for_hold_walk(m)
m.forwardVel = prevForwardVel
m.intendedMag = prevMag
-- tilt body
local dYaw = m.faceAngle.y - startYaw;
local val02 = -(dYaw * m.forwardVel / 12);
local val00 = (m.forwardVel * 170);
if (val02 > 0x1555) then
val02 = 0x1555;
elseif (val02 < -0x1555) then
val02 = -0x1555;
end
if (val00 > 0x1555) then
val00 = 0x1555;
elseif (val00 < 0) then
val00 = 0;
end
m.marioBodyState.allowPartRotation = 1
m.marioBodyState.torsoAngle.z = approach_s32(m.marioBodyState.torsoAngle.z, val02, 0x400, 0x400);
m.marioBodyState.torsoAngle.x = approach_s32(m.marioBodyState.torsoAngle.x, val00, 0x400, 0x400);
if (0.4 * m.intendedMag - m.forwardVel > 10) then
set_mario_particle_flags(m, PARTICLE_DUST, 0);
end
return 0
end
-- spit egg actions
local function act_birdo_spit_egg(m)
if not m then return 0 end
local e = gStateExtras[m.playerIndex]
if (m.quicksandDepth > 30) then
return set_mario_action(m, ACT_IN_QUICKSAND, 0)
end
if m.actionState == 0 then
play_custom_anim(m, "BIRDO_ANIM_IDLE_TO_AIM_IDLE")
if is_anim_past_end(m) ~= 0 then
m.actionState = 1
end
elseif e.flameCharge == 0 and e.framesSinceShoot > 10 then
play_custom_anim(m, "BIRDO_ANIM_AIM_IDLE_TO_IDLE")
if is_anim_past_end(m) ~= 0 then
return set_mario_action(m, ACT_IDLE, 0)
end
else
play_custom_anim(m, "BIRDO_ANIM_AIM_IDLE")
end
mario_drop_held_object(m);
m.actionTimer = m.actionTimer + 1
local oldActTimer = m.actionTimer
if (m.input & INPUT_NONZERO_ANALOG) ~= 0 then
mario_set_forward_vel(m, 0)
local result = set_mario_action(m, ACT_BIRDO_SPIT_EGG_WALK, 0)
m.actionTimer = oldActTimer
return result
elseif (check_common_idle_cancels(m) ~= 0) then
if m.action & ACT_FLAG_AIR ~= 0 then
mario_set_forward_vel(m, 0)
set_mario_action(m, ACT_BIRDO_SPIT_EGG_AIR, 1)
if m.vel.y <= 0 then
m.actionArg = 0
end
m.actionTimer = oldActTimer
end
return 1
end
mario_set_forward_vel(m, 0)
perform_ground_step(m);
return 0
end
local function act_birdo_spit_egg_walk(m)
if not m then return 0 end
local e = gStateExtras[m.playerIndex]
local mBody = m.marioBodyState
mario_drop_held_object(m);
m.actionTimer = m.actionTimer + 1
if e.flameCharge == 0 and e.framesSinceShoot > 10 then
if m.forwardVel < 0 then
m.forwardVel = m.intendedMag
m.faceAngle.y = m.intendedYaw
return set_mario_action(m, ACT_FINISH_TURNING_AROUND, 0);
end
m.forwardVel = m.intendedMag
m.faceAngle.y = m.intendedYaw
return set_mario_action(m, ACT_WALKING, 0);
end
if mario_floor_is_slippery(m) ~= 0 then
return set_mario_action(m, ACT_WALKING, 0)
end
if (should_begin_sliding(m)) ~= 0 then
return set_mario_action(m, ACT_BEGIN_SLIDING, 0);
end
if (m.input & INPUT_FIRST_PERSON) ~= 0 then
m.intendedMag = 0
if m.slideVelX == 0 and m.slideVelZ == 0 then
return begin_braking_action(m);
end
end
if (m.input & INPUT_ZERO_MOVEMENT) ~= 0 and m.slideVelX == 0 and m.slideVelZ == 0 then
local oldActTimer = m.actionTimer
local result = set_mario_action(m, ACT_BIRDO_SPIT_EGG, 0)
m.actionTimer = oldActTimer
return result
end
if (m.input & INPUT_Z_PRESSED) ~= 0 then
return set_mario_action(m, ACT_CROUCH_SLIDE, 0);
end
-- strafe movement
local newVelX = sins(m.intendedYaw) * m.intendedMag
local newVelZ = coss(m.intendedYaw) * m.intendedMag
m.slideVelX = approach_f32(m.slideVelX, newVelX, 4, 4)
m.slideVelZ = approach_f32(m.slideVelZ, newVelZ, 4, 4)
m.vel.x, m.vel.z = m.slideVelX, m.slideVelZ
m.forwardVel = math.sqrt(m.vel.x ^ 2 + m.vel.z ^ 2)
if (m.input & INPUT_A_PRESSED) ~= 0 then
set_mario_y_vel_based_on_fspeed(m, 42, 0.25)
m.slideVelX = m.slideVelX * 0.8
m.slideVelZ = m.slideVelZ * 0.8
m.vel.x, m.vel.z = m.slideVelX, m.slideVelZ
m.forwardVel = m.forwardVel * 0.8
local oldActTimer = m.actionTimer
local result = set_mario_action(m, ACT_BIRDO_SPIT_EGG_AIR, 1)
m.actionTimer = oldActTimer
return result
end
local result = (perform_ground_step(m))
if result == GROUND_STEP_LEFT_GROUND then
m.vel.y = 0
local oldActTimer = m.actionTimer
set_mario_action(m, ACT_BIRDO_SPIT_EGG_AIR, 0)
m.actionTimer = oldActTimer
--set_character_animation(m, CHAR_ANIM_GENERAL_FALL);
elseif result == GROUND_STEP_NONE then
--anim_and_audio_for_walk(m);
play_step_sound(m, 10, 49)
local dYaw = convert_s16(m.faceAngle.y - m.intendedYaw)
play_custom_anim(m, "BIRDO_ANIM_AIM_WALK", m.forwardVel / 4 * 0x10000)
mBody.allowPartRotation = 1
m.marioObj.header.gfx.angle.y = m.intendedYaw
m.marioObj.header.gfx.animInfo.curAnim.flags = m.marioObj.header.gfx.animInfo.curAnim.flags & ~ANIM_FLAG_FORWARD
if dYaw > 0x4000 or dYaw < -0x4000 then
m.marioObj.header.gfx.angle.y = m.intendedYaw - 0x8000
m.marioObj.header.gfx.animInfo.curAnim.flags = ANIM_FLAG_FORWARD
end
mBody.torsoAngle.y = convert_s16(m.faceAngle.y - m.marioObj.header.gfx.angle.y) * 0.4
mBody.headAngle.y = m.faceAngle.y - m.marioObj.header.gfx.angle.y - mBody.torsoAngle.y
if m.intendedMag - m.forwardVel > 16 then
set_mario_particle_flags(m, PARTICLE_DUST, false)
end
end
check_ledge_climb_down(m);
--tilt_body_walking(m, startYaw);
return 0
end
---@param m MarioState
local function act_birdo_spit_egg_air(m)
if not m then return 0 end
local e = gStateExtras[m.playerIndex]
play_custom_anim(m, "BIRDO_ANIM_AIM_JUMP")
if m.actionArg ~= 1 then
set_anim_to_frame(m, m.marioObj.header.gfx.animInfo.curAnim.loopEnd)
else
play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, 0);
end
m.actionTimer = m.actionTimer + 1
if (m.input & INPUT_Z_PRESSED) ~= 0 then
return set_mario_action(m, ACT_GROUND_POUND, 0)
end
-- air strafe
local newVelX = sins(m.intendedYaw) * m.intendedMag
local newVelZ = coss(m.intendedYaw) * m.intendedMag
m.slideVelX = approach_f32(m.slideVelX, newVelX, 1, 1)
m.slideVelZ = approach_f32(m.slideVelZ, newVelZ, 1, 1)
m.vel.x, m.vel.z = m.slideVelX, m.slideVelZ
m.forwardVel = m.slideVelX * sins(m.faceAngle.y) + m.slideVelZ * coss(m.faceAngle.y)
--local absSpeed = math.max(math.abs(m.slideVelX), math.abs(m.slideVelZ))
local result = (perform_air_step(m, 0))
if result == AIR_STEP_LANDED then
if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) ~= 0 then
return 1
elseif e.flameCharge == 0 and e.framesSinceShoot > 10 then
set_mario_action(m, ACT_FREEFALL_LAND, 0)
else
local oldActTimer = m.actionTimer
set_mario_action(m, ACT_BIRDO_SPIT_EGG_WALK, 0)
m.actionTimer = oldActTimer
end
return 1
elseif result == AIR_STEP_HIT_WALL then
mario_set_forward_vel(m, 0)
elseif result == AIR_STEP_HIT_LAVA_WALL then
lava_boost_on_wall(m);
end
return 0
end
-- egg object
E_MODEL_EGG = smlua_model_util_get_id("egg_geo")
---@param o Object
function bhv_birdo_egg_init(o)
o.oFlags = (OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_HOLDABLE | OBJ_FLAG_COMPUTE_DIST_TO_MARIO)
o.oFaceAngleRoll = 0
o.oMoveAngleRoll = 0
o.oGravity = 0
o.oBounciness = 0
o.oFriction = 1
o.oDragStrength = 0
o.oBuoyancy = 0
o.oWallHitboxRadius = 60
o.oVelY = 0
o.collisionData = smlua_collision_util_get("egg_collision")
local hitbox = get_temp_object_hitbox()
hitbox.interactType = INTERACT_DAMAGE
hitbox.hurtboxRadius = 60
hitbox.hurtboxHeight = 80
hitbox.downOffset = 80
hitbox.radius = 60
hitbox.height = 80
hitbox.damageOrCoinValue = 1
if o.oBehParams ~= 0 then
hitbox.interactType = INTERACT_FLAME
hitbox.hurtboxRadius = 30
hitbox.downOffset = 0
obj_set_billboard(o)
o.header.gfx.scale.x = 3
o.header.gfx.scale.y = 3
o.header.gfx.scale.z = 3
end
obj_set_hitbox(o, hitbox)
o.oIntangibleTimer = 10
-- do manual shadow, otherwise the shadow renders on top of itself
o.header.gfx.disableAutomaticShadowPos = true
o.header.gfx.shadowPos.x = o.oPosX
o.header.gfx.shadowPos.y = o.oPosY - 50
o.header.gfx.shadowPos.z = o.oPosZ
network_init_object(o, true, { 'globalPlayerIndex' })
end
---@param o Object
function bhv_birdo_egg_loop(o)
if o.oBehParams ~= 0 then
o.oAnimState = o.oAnimState + 1
end
if o.oHeldState == HELD_FREE then
cur_obj_enable_rendering()
if o.oAction == 0 then
o.oGravity = 0
else
o.oMoveAnglePitch = 0
o.oFaceAnglePitch = 0
o.oGravity = -2
end
cur_obj_update_floor_and_walls()
local oldForwardVel = o.oForwardVel
if o.oAction == 0 then
obj_compute_vel_from_move_pitch(o.oForwardVel)
end
cur_obj_move_standard(60)
o.oForwardVel = oldForwardVel
local defaultVel = 20
if o.oBehParams ~= 0 then
defaultVel = 40
end
if o.oAction == 0 and o.oForwardVel > defaultVel then
o.oForwardVel = approach_f32(o.oForwardVel, defaultVel, 3, 3)
end
-- manual object collision
local dieFromCollision = false
o.numCollidedObjs = obj_attack_collided_from_other_object(o)
if o.numCollidedObjs ~= 0 and o.oBehParams == 0 then
dieFromCollision = true
end
if o.oDistanceToMario < 2000 then
local obj_lists_check = {
OBJ_LIST_GENACTOR,
OBJ_LIST_PUSHABLE,
OBJ_LIST_SURFACE,
}
for i, list in ipairs(obj_lists_check) do
local o2 = obj_get_first(list)
while o2 and o.numCollidedObjs < 4 do
if o ~= o2 and detect_object_hitbox_overlap(o, o2) ~= 0 then
if obj_has_behavior_id(o2, id_bhvBowser) == 0 then
o2.oInteractStatus = o2.oInteractStatus | ATTACK_PUNCH | INT_STATUS_WAS_ATTACKED | INT_STATUS_INTERACTED | INT_STATUS_TOUCHED_BOB_OMB
end
o2.numCollidedObjs = o2.numCollidedObjs - 1 -- prevent game crash
if o.oBehParams == 0 or birdo_fireball_interaction(o2, o) then
dieFromCollision = true
end
end
o2 = obj_get_next(o2)
end
if o.numCollidedObjs >= 4 then break end
end
end
-- surface collision
if o.oAction == 0 and o.oBehParams == 0 and o.oMoveFlags & OBJ_MOVE_MASK_IN_WATER == 0 then
local m0 = gMarioStates[0]
load_object_collision_model()
if cur_obj_is_mario_on_platform() ~= 0 then
if (m0.action == ACT_PUNCHING or m0.action == ACT_MOVE_PUNCHING) then
-- pick up egg
m0.heldObj = o
m0.marioBodyState.grabPos = GRAB_POS_LIGHT_OBJ
o.heldByPlayerIndex = 0
o.oHeldState = HELD_HELD
set_mario_action(m0, ACT_HOLD_FREEFALL, 0)
if (o.oSyncID ~= 0) then network_send_object(o, false) end
elseif (m0.prevAction & ACT_FLAG_AIR) ~= 0 then -- prevent falling off of egg easily
m0.pos.x = o.oPosX
m0.pos.z = o.oPosZ
end
end
end
if dieFromCollision or o.oMoveFlags & (OBJ_MOVE_HIT_WALL | OBJ_MOVE_UNDERWATER_ON_GROUND | OBJ_MOVE_MASK_ON_GROUND) ~= 0 or o.oTimer > 120 then
o.numCollidedObjs = 0
spawn_mist_particles()
obj_mark_for_deletion(o)
o.header.gfx.disableAutomaticShadowPos = false
end
o.oInteractStatus = 0
o.numCollidedObjs = 0
elseif o.oHeldState == HELD_HELD then
o.oFaceAnglePitch = 0
o.oMoveAnglePitch = 0
o.oInteractType = INTERACT_GRABBABLE
cur_obj_disable_rendering_and_become_intangible(o)
elseif o.oHeldState == HELD_THROWN then
o.oFaceAnglePitch = 0
o.oMoveAnglePitch = 0
o.oInteractType = INTERACT_DAMAGE
cur_obj_enable_rendering_and_become_tangible(o)
cur_obj_change_action(1)
local m = gMarioStates[o.heldByPlayerIndex]
o.oForwardVel = math.max(m.forwardVel + 15, 40)
o.oVelY = 10
o.oTimer = 0
o.oHeldState = HELD_FREE
o.oIntangibleTimer = 10
elseif o.oHeldState == HELD_DROPPED then
spawn_mist_particles()
obj_mark_for_deletion(o)
o.header.gfx.disableAutomaticShadowPos = false
end
-- do manual shadow, otherwise the shadow renders on top of itself
if o.activeFlags & ACTIVE_FLAG_DEACTIVATED == 0 then
o.header.gfx.disableAutomaticShadowPos = true
o.header.gfx.shadowPos.x = o.oPosX
o.header.gfx.shadowPos.y = o.oPosY - 50
o.header.gfx.shadowPos.z = o.oPosZ
end
end
-- lua recreation
---@param a Object
---@param b Object
function detect_object_hitbox_overlap(a, b)
if not (a and b) then return 0 end
local sp3C = a.oPosY - a.hitboxDownOffset;
local sp38 = b.oPosY - b.hitboxDownOffset;
local dx = a.oPosX - b.oPosX;
local dz = a.oPosZ - b.oPosZ;
local collisionRadius = a.hitboxRadius + b.hitboxRadius;
local distance = math.floor(math.sqrt(dx * dx + dz * dz))
-- do not check for player interactions here
if ((a.oInteractType & INTERACT_PLAYER) ~= 0 and (b.oInteractType & INTERACT_PLAYER) ~= 0) then
return 0;
end
if (collisionRadius > distance) then
local sp20 = a.hitboxHeight + sp3C;
local sp1C = b.hitboxHeight + sp38;
if (sp3C > sp1C) then
return 0;
end
if (sp20 < sp38) then
return 0;
end
if (a.numCollidedObjs >= 4) then
return 0;
end
if (b.numCollidedObjs >= 4) then
return 0;
end
-- can't reference these fields in lua
--a.collidedObjs[a.numCollidedObjs] = b;
--b.collidedObjs[b.numCollidedObjs] = a;
a.collidedObjInteractTypes = a.collidedObjInteractTypes | b.oInteractType;
b.collidedObjInteractTypes = b.collidedObjInteractTypes | a.oInteractType;
a.numCollidedObjs = a.numCollidedObjs + 1
b.numCollidedObjs = b.numCollidedObjs + 1
return 1;
end
return 0;
end
id_bhvBirdoEgg = hook_behavior(nil, OBJ_LIST_SURFACE, true, bhv_birdo_egg_init, bhv_birdo_egg_loop, "bhvBirdoEgg")
---@param m MarioState
function birdo_update(m)
-- spit egg
local e = gStateExtras[m.playerIndex]
local inSpitAction = (m.action == ACT_BIRDO_SPIT_EGG or m.action == ACT_BIRDO_SPIT_EGG_WALK or m.action == ACT_BIRDO_SPIT_EGG_AIR or m.action == ACT_FIRST_PERSON or m.action == ACT_WATER_PUNCH or m.action == ACT_FLYING)
local headRot = m.marioBodyState.headAngle
if m.controller.buttonPressed & B_BUTTON ~= 0 and inSpitAction then
-- when mashing B, stay in spit action
e.framesSinceShoot = 0
if e.spitTimer == 0 then
e.flameCharge = 0
end
else
-- handle shooting repeatedly/charging
if e.framesSinceShoot ~= 255 then
e.framesSinceShoot = e.framesSinceShoot + 1
end
if m.controller.buttonDown & B_BUTTON ~= 0 then
if inSpitAction then
e.flameCharge = e.flameCharge + 1
end
elseif e.spitTimer < 25 then
if e.flameCharge >= 30 then
e.framesSinceShoot = 0 -- shoot fireball
else
e.flameCharge = 0
end
end
end
if (e.framesSinceShoot <= 10 or e.flameCharge ~= 0) and m.heldObj == nil and inSpitAction then
local canShoot = true
local eggCount = 0
local gIndex = network_global_index_from_local(m.playerIndex)
local egg = obj_get_first_with_behavior_id(id_bhvBirdoEgg)
while egg do
if egg.oAction == 0 and egg.oHeldState == HELD_FREE and egg.globalPlayerIndex == gIndex then
eggCount = eggCount + 1
if eggCount >= 3 then -- max of 3 eggs/fireballs per player
canShoot = false
break
end
end
egg = obj_get_next_with_same_behavior_id(egg)
end
if e.spitTimer ~= 0 then
e.spitTimer = e.spitTimer - 1
m.marioBodyState.allowPartRotation = 1
if e.spitTimer > 24 then
headRot.x = approach_f32(headRot.x, degrees_to_sm64(-30), degrees_to_sm64(10), degrees_to_sm64(10))
else
headRot.x = approach_f32(headRot.x, degrees_to_sm64(0), degrees_to_sm64(3.5), degrees_to_sm64(3.5))
end
end
if e.spitTimer == 0 and canShoot and e.framesSinceShoot <= 10 then
m.actionTimer = 0
m.actionArg = 0
end
local mouthPos = {x = 0, y = 0, z = 0}
local yaw = m.faceAngle.y
local pitch = 0
if canShoot then
-- when swimming, flying, or in first person, allow shooting in any direction (UNUSED)
if m.action == ACT_FIRST_PERSON then
yaw = m.statusForCamera.headRotation.y + yaw
pitch = m.statusForCamera.headRotation.x
mouthPos.x = m.pos.x + sins(yaw) * 60 * coss(pitch)
mouthPos.y = m.pos.y + 120 - sins(pitch) * 120
mouthPos.z = m.pos.z + coss(yaw) * 60 * coss(pitch)
elseif m.action & ACT_FLAG_SWIMMING_OR_FLYING ~= 0 then
pitch = -m.faceAngle.x
if pitch < 0 then
mouthPos.x = m.pos.x + sins(yaw) * 80 * coss(pitch)
mouthPos.y = m.pos.y + 120
mouthPos.z = m.pos.z + coss(yaw) * 80 * coss(pitch)
else
mouthPos.x = m.pos.x + sins(yaw) * 80
mouthPos.y = m.pos.y + 120 - sins(pitch) * 150
mouthPos.z = m.pos.z + coss(yaw) * 80
end
else
mouthPos.x = m.marioBodyState.headPos.x + sins(yaw+m.marioBodyState.headAngle.y) * 60
mouthPos.y = m.marioBodyState.headPos.y + 20
mouthPos.z = m.marioBodyState.headPos.z + coss(yaw+m.marioBodyState.headAngle.y) * 60
end
end
if canShoot and e.spitTimer == 0 and e.flameCharge >= 30 and m.action & ACT_FLAG_SWIMMING == 0 then
spawn_non_sync_object(id_bhvKoopaShellFlame, E_MODEL_RED_FLAME,
mouthPos.x,
mouthPos.y,
mouthPos.z,
function(o)
o.oKoopaShellFlameUnkF8 = 2
o.oMoveAngleYaw = math.random(0, 0xFFFF)
o.oVelY = math.random(1, 10)
o.oAnimState = math.random(1, 10)
o.oGravity = -4.0
o.oTimer = 1
o.oForwardVel = math.random(1, 10)
end)
play_sound(SOUND_AIR_BLOW_FIRE, m.marioObj.header.gfx.cameraToObject)
end
if canShoot and e.spitTimer == 0 and e.framesSinceShoot <= 10 then
e.spitTimer = 30
elseif e.spitTimer == 25 then
local model = E_MODEL_EGG
local isFireball = (e.flameCharge >= 30)
if isFireball then
model = E_MODEL_RED_FLAME
e.flameCharge = 0
end
if not isFireball then
audio_sample_play(SOUND_SPIT, m.pos, 1) -- Play audio sample
else
play_sound(SOUND_AIR_BOWSER_SPIT_FIRE, m.marioObj.header.gfx.cameraToObject)
end
if m.playerIndex == 0 then
local eggVel = m.forwardVel * 2 + 25
-- add double floor velocity to prevent being able to platform on eggs forever
if m.floor and m.floor.object and m.floor.object.oForwardVel ~= 0 then
eggVel = eggVel + m.floor.object.oForwardVel * 2
end
spawn_sync_object(id_bhvBirdoEgg, model, mouthPos.x + sins(yaw) * 40 * coss(pitch), mouthPos.y, mouthPos.z + coss(yaw) * 40 * coss(pitch), function(o)
o.oForwardVel = math.max(eggVel, 40)
o.oMoveAngleYaw = yaw
o.oFaceAnglePitch = pitch
o.oMoveAnglePitch = pitch
o.oIntangibleTimer = 100
o.globalPlayerIndex = gIndex
o.oBehParams = (isFireball and 1) or 0
spawn_mist_particles_variable(20, 120, 5)
end)
end
end
elseif e.spitTimer ~= 0 then
e.spitTimer = e.spitTimer - 1
m.marioBodyState.allowPartRotation = 1
if e.spitTimer > 24 then
headRot.x = approach_f32(headRot.x, degrees_to_sm64(-30), degrees_to_sm64(10), degrees_to_sm64(10))
else
headRot.x = approach_f32(headRot.x, degrees_to_sm64(0), degrees_to_sm64(3.5), degrees_to_sm64(3.5))
end
end
-- throw objects instantly
if m.action == ACT_THROWING then
if m.actionTimer < 6 then
m.actionTimer = 6
set_anim_to_frame(m, 6)
end
elseif m.action == ACT_AIR_THROW or m.action == ACT_AIR_THROW_LAND then
if m.actionTimer < 3 then
m.actionTimer = 3
set_anim_to_frame(m, 3)
end
end
end
hook_mario_action(ACT_BIRDO_HOLD_WALKING, { every_frame = act_birdo_hold_walking })
hook_mario_action(ACT_BIRDO_SPIT_EGG, { every_frame = act_birdo_spit_egg })
hook_mario_action(ACT_BIRDO_SPIT_EGG_AIR, { every_frame = act_birdo_spit_egg_air })
hook_mario_action(ACT_BIRDO_SPIT_EGG_WALK, { every_frame = act_birdo_spit_egg_walk })
function birdo_on_set_action(m)
m.marioBodyState.allowPartRotation = 0
m.marioBodyState.torsoAngle.x = 0
m.marioBodyState.torsoAngle.y = 0
m.marioBodyState.torsoAngle.z = 0
m.marioBodyState.headAngle.y = 0
if m.action == ACT_HOLD_WALKING then -- switch to custom hold action
m.marioBodyState.allowPartRotation = 1
set_mario_action(m, ACT_BIRDO_HOLD_WALKING, 0)
end
end
function birdo_before_action(m, action)
if ((action == ACT_PUNCHING and m.action ~= ACT_CROUCHING) or action == ACT_MOVE_PUNCHING) then
local e = gStateExtras[m.playerIndex]
e.framesSinceShoot = 0
if e.spitTimer == 0 then
e.flameCharge = 0
end
local canShoot = true
local eggCount = 0
local gIndex = network_global_index_from_local(m.playerIndex)
local egg = obj_get_first_with_behavior_id(id_bhvBirdoEgg)
while egg do
if egg.oAction == 0 and egg.oHeldState == HELD_FREE and egg.globalPlayerIndex == gIndex then
eggCount = eggCount + 1
if eggCount >= 3 then -- max of 3 eggs/fireballs per player
canShoot = false
break
end
end
egg = obj_get_next_with_same_behavior_id(egg)
end
if m.action == ACT_BIRDO_SPIT_EGG or e.spitTimer ~= 0 or not canShoot then
return 1
elseif action == ACT_MOVE_PUNCHING then
m.marioObj.header.gfx.animInfo.animFrame = 1
return ACT_BIRDO_SPIT_EGG_WALK
else
m.marioObj.header.gfx.animInfo.animFrame = 1
return ACT_BIRDO_SPIT_EGG
end
end
end
function birdo_on_interact(m, o, intType)
local e = gStateExtras[m.playerIndex]
if intType == INTERACT_GRABBABLE and e.framesSinceShoot == 0 and e.flameCharge == 0 and (m.action == ACT_BIRDO_SPIT_EGG or m.action == ACT_BIRDO_SPIT_EGG_WALK) and o.oInteractionSubtype & INT_SUBTYPE_NOT_GRABBABLE == 0 then
m.action = ACT_MOVE_PUNCHING
m.actionArg = 1
return
end
end
function birdo_before_phys_step(m)
local hScale = 1.0
local vScale = 1.0
-- faster ground movement and slower, floaty air movement
if (m.action & ACT_FLAG_MOVING) ~= 0 and m.action ~= ACT_BUBBLED then
hScale = hScale * 1.12 -- not as fast as toad
elseif m.action & ACT_FLAG_AIR ~= 0 then
hScale = hScale * 0.94
if m.vel.y < 0 then
vScale = vScale * 0.98
end
end
m.vel.x = m.vel.x * hScale
m.vel.y = m.vel.y * vScale
m.vel.z = m.vel.z * hScale
end
-- allow shooting in first person
function birdo_before_update(m)
if m.action == ACT_FIRST_PERSON and m.controller.buttonPressed & B_BUTTON ~= 0 then
local e = gStateExtras[m.playerIndex]
e.framesSinceShoot = 0
if e.spitTimer == 0 then
e.flameCharge = 0
end
m.controller.buttonPressed = m.controller.buttonPressed & ~B_BUTTON
end
end
-- interactions for birdo's fireball
function birdo_fireball_interaction(o, egg)
if obj_has_behavior_id(o, id_bhvMrBlizzard) ~= 0 then
o.oFaceAngleRoll = 0x3000
o.oMrBlizzardHeldObj = nil
o.prevObj = o.oMrBlizzardHeldObj
o.oAction = MR_BLIZZARD_ACT_DEATH
o.oMrBlizzardDizziness = 0
o.oMrBlizzardChangeInDizziness = 0
o.oTimer = 30
return true
end
if obj_has_behavior_id(o, id_bhvBowser) ~= 0 then
if o.oAction ~= 4 and o.oAction ~= 5 and o.oAction ~= 6 and o.oAction ~= 12 and o.oAction ~= 19 and o.oAction ~= 20 and math.abs(o.oVelY) <= 2 then
o.oAction = 1
end
return true
end
if (o.oInteractType & INTERACT_BULLY) ~= 0 then
o.oForwardVel = 50
o.oMoveAngleYaw = obj_angle_to_object(o, egg) + 0x8000
return true
end
end
function convert_s16(num)
local min = -32768
local max = 32767
while (num < min) do
num = max + (num - min)
end
while (num > max) do
num = min + (num - max)
end
return num
end
-------------------
-- Rosalina Spin --
-------------------
ACT_SPINJUMP = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_ATTACKING)
E_MODEL_SPIN_ATTACK = smlua_model_util_get_id("spin_attack_geo")
---@param o Object
local function bhv_spin_attack_init(o)
o.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE -- Allows you to change the position and angle
end
---@param o Object
local function bhv_spin_attack_loop(o)
cur_obj_set_pos_relative_to_parent(0, 20, 0) -- Makes it move to its parent's position
o.oFaceAngleYaw = o.oFaceAngleYaw + 0x2000 -- Rotates it
pM = gMarioStates[network_local_index_from_global(o.globalPlayerIndex)] -- Parent MarioState
if pM.action ~= ACT_SPINJUMP then -- Deletes itself once the action changes
obj_mark_for_deletion(o)
end
end
local id_bhvSpinAttack = hook_behavior(nil, OBJ_LIST_GENACTOR, true, bhv_spin_attack_init, bhv_spin_attack_loop)
gPlayerSyncTable[0].canSpin = true -- Determines if you can spin
gPlayerSyncTable[0].canGrab = false -- Determines if you're near a grabbable
-- Spinable actions, these are actions you can spin out of
local spinWhiteList = {
[ACT_LONG_JUMP] = true,
[ACT_BACKFLIP] = true
}
-- Spin overridable actions, these are overriden instantly
local spinOverridableActs = {
[ACT_PUNCHING] = true,
[ACT_MOVE_PUNCHING] = true,
[ACT_JUMP_KICK] = true,
[ACT_DIVE] = true
}
local ROSALINA_SOUND_SPIN = audio_sample_load("spin_attack.ogg") -- Load audio sample
---@param m MarioState
function act_spinjump(m)
if m.actionTimer >= 15 then
return set_mario_action(m, ACT_FREEFALL, 0) -- End the action
end
if m.actionTimer == 0 then
play_character_sound(m, CHAR_SOUND_HELLO) -- Plays the character sound
audio_sample_play(ROSALINA_SOUND_SPIN, m.pos, 1) -- Plays the spin sound sample
m.particleFlags = m.particleFlags | ACTIVE_PARTICLE_SPARKLES -- Spawns sparkle particles
m.vel.y = 30 -- Initial upward velocity
m.marioObj.hitboxRadius = 100 -- Damage hitbox
-- Spawn the spin effect
spawn_non_sync_object(id_bhvSpinAttack, E_MODEL_SPIN_ATTACK, m.pos.x, m.pos.y, m.pos.z,
function (o)
o.parentObj = m.marioObj
o.globalPlayerIndex = m.marioObj.globalPlayerIndex
end)
else
m.marioObj.hitboxRadius = 37 -- Reset the hitbox after initial hit
end
common_air_action_step(m, ACT_FREEFALL_LAND, CHAR_ANIM_BEND_KNESS_RIDING_SHELL, AIR_STEP_NONE)
m.marioBodyState.handState = 2 -- Hand State
-- Increments the action timer
m.actionTimer = m.actionTimer + 1
end
---@param m MarioState
---@param o Object
---@param intType InteractionType
local function rosalina_on_interact(m, o, intType)
local p = gPlayerSyncTable[m.playerIndex]
if intType == INTERACT_GRABBABLE and o.oInteractionSubtype & INT_SUBTYPE_NOT_GRABBABLE == 0 then
p.canGrab = true
end
end
---@param m MarioState
local function rosalina_update(m)
local p = gPlayerSyncTable[m.playerIndex]
if p.canSpin and spinWhiteList[m.action] and m.controller.buttonPressed & B_BUTTON ~= 0 then
p.canSpin = false
return set_mario_action(m, ACT_SPINJUMP, 0)
end
if m.action & ACT_FLAG_AIR == 0 and m.playerIndex == 0 then
p.canSpin = true
end
if m.action ~= ACT_SPINJUMP and m.marioObj.hitboxRadius ~= 37 then
m.marioObj.hitboxRadius = 37
end
end
---@param m MarioState
local function rosalina_before_action(m, nextAct)
local p = gPlayerSyncTable[m.playerIndex]
if p.canSpin and (not p.canGrab) and spinOverridableActs[nextAct] and m.input & (INPUT_Z_DOWN | INPUT_A_DOWN) == 0 then
p.canSpin = false
return ACT_SPINJUMP
end
if not nextAct then return end -- So bitwise operations don't fail
if nextAct & ACT_FLAG_AIR == 0 then
if not p.canSpin then
play_sound_with_freq_scale(SOUND_GENERAL_COIN_SPURT_EU, m.marioObj.header.gfx.cameraToObject, 1.6)
spawn_non_sync_object(id_bhvSparkle, E_MODEL_SPARKLES_ANIMATION, m.pos.x, m.pos.y + 200, m.pos.z, function (o)
obj_scale(o, 0.75)
end)
end
p.canGrab = false
p.canSpin = true
end
end
hook_mario_action(ACT_SPINJUMP, { every_frame = act_spinjump }, INT_KICK)
----------------
--- Pauline --
----------------
local function pauline_update(m)
if m.action == ACT_GROUND_POUND and m.input & INPUT_B_PRESSED ~= 0 then
m.forwardVel = 30
m.faceAngle.y = m.intendedYaw
m.vel.y = 30
set_mario_action(m, ACT_DIVE, 0)
m.particleFlags = m.particleFlags | PARTICLE_DUST
end
end
-------------
--- Main --
-------------
local function on_character_select_load()
local CT_TOADETTE = extraCharacters[1].tablePos
local CT_PEACH = extraCharacters[2].tablePos
local CT_DAISY = extraCharacters[3].tablePos
local CT_YOSHI = extraCharacters[4].tablePos
local CT_BIRDO = extraCharacters[5].tablePos
local CT_PAULINE = extraCharacters[7].tablePos
local CT_ROSALINA = extraCharacters[8].tablePos
-- Toadette
_G.charSelect.character_hook_moveset(CT_TOADETTE, HOOK_MARIO_UPDATE, toadette_update)
_G.charSelect.character_hook_moveset(CT_TOADETTE, HOOK_ON_SET_MARIO_ACTION, toadette_on_set_action)
_G.charSelect.character_hook_moveset(CT_TOADETTE, HOOK_BEFORE_PHYS_STEP, toadette_before_phys_step)
-- Peach
_G.charSelect.character_hook_moveset(CT_PEACH, HOOK_MARIO_UPDATE, peach_update)
-- Daisy
_G.charSelect.character_hook_moveset(CT_DAISY, HOOK_MARIO_UPDATE, daisy_update)
-- Yoshi
_G.charSelect.character_hook_moveset(CT_YOSHI, HOOK_MARIO_UPDATE, yoshi_update)
-- Birdo
_G.charSelect.character_hook_moveset(CT_BIRDO, HOOK_MARIO_UPDATE, birdo_update)
_G.charSelect.character_hook_moveset(CT_BIRDO, HOOK_ON_SET_MARIO_ACTION, birdo_on_set_action)
_G.charSelect.character_hook_moveset(CT_BIRDO, HOOK_BEFORE_SET_MARIO_ACTION, birdo_before_action)
_G.charSelect.character_hook_moveset(CT_BIRDO, HOOK_ON_INTERACT, birdo_on_interact)
_G.charSelect.character_hook_moveset(CT_BIRDO, HOOK_BEFORE_PHYS_STEP, birdo_before_phys_step)
_G.charSelect.character_hook_moveset(CT_BIRDO, HOOK_BEFORE_MARIO_UPDATE, birdo_before_update)
-- Pauline
_G.charSelect.character_hook_moveset(CT_PAULINE, HOOK_MARIO_UPDATE, pauline_update)
-- Rosalina
_G.charSelect.character_hook_moveset(CT_ROSALINA, HOOK_MARIO_UPDATE, rosalina_update)
_G.charSelect.character_hook_moveset(CT_ROSALINA, HOOK_ON_PVP_ATTACK, rosalina_on_pvp_attack)
_G.charSelect.character_hook_moveset(CT_ROSALINA, HOOK_ON_INTERACT, rosalina_on_interact)
_G.charSelect.character_hook_moveset(CT_ROSALINA, HOOK_BEFORE_SET_MARIO_ACTION, rosalina_before_action)
end
hook_event(HOOK_ON_MODS_LOADED, on_character_select_load)