Refresh 12

This commit is contained in:
n64
2020-09-20 11:15:47 -04:00
parent 9214dddabc
commit 8b872a71e8
137 changed files with 2102 additions and 1582 deletions

View File

@@ -17,13 +17,13 @@
#include "level_table.h"
#include "thread6.h"
#define POLE_NONE 0
#define POLE_NONE 0
#define POLE_TOUCHED_FLOOR 1
#define POLE_FELL_OFF 2
#define POLE_FELL_OFF 2
#define HANG_NONE 0
#define HANG_NONE 0
#define HANG_HIT_CEIL_OR_OOB 1
#define HANG_LEFT_CEIL 2
#define HANG_LEFT_CEIL 2
void add_tree_leaf_particles(struct MarioState *m) {
f32 leafHeight;
@@ -143,7 +143,7 @@ s32 act_holding_pole(struct MarioState *m) {
if (m->controller->stickY > 16.0f) {
f32 poleTop = m->usedObj->hitboxHeight - 100.0f;
void *poleBehavior = virtual_to_segmented(0x13, m->usedObj->behavior);
const BehaviorScript *poleBehavior = virtual_to_segmented(0x13, m->usedObj->behavior);
if (marioObj->oMarioPolePos < poleTop - 0.4f) {
return set_mario_action(m, ACT_CLIMBING_POLE, 0);
@@ -250,7 +250,7 @@ s32 act_grab_pole_fast(struct MarioState *m) {
set_mario_animation(m, MARIO_ANIM_GRAB_POLE_SWING_PART1);
} else {
set_mario_animation(m, MARIO_ANIM_GRAB_POLE_SWING_PART2);
if (is_anim_at_end(m) != 0) {
if (is_anim_at_end(m)) {
marioObj->oMarioPoleYawVel = 0;
set_mario_action(m, ACT_HOLDING_POLE, 0);
}
@@ -272,7 +272,7 @@ s32 act_top_of_pole_transition(struct MarioState *m) {
}
} else {
set_mario_animation(m, MARIO_ANIM_RETURN_FROM_HANDSTAND);
if (m->marioObj->header.gfx.unk38.animFrame == 0) {
if (m->marioObj->header.gfx.animInfo.animFrame == 0) {
return set_mario_action(m, ACT_HOLDING_POLE, 0);
}
}
@@ -468,7 +468,7 @@ s32 act_hang_moving(struct MarioState *m) {
set_mario_animation(m, MARIO_ANIM_MOVE_ON_WIRE_NET_LEFT);
}
if (m->marioObj->header.gfx.unk38.animFrame == 12) {
if (m->marioObj->header.gfx.animInfo.animFrame == 12) {
play_sound(SOUND_ACTION_HANGING_STEP, m->marioObj->header.gfx.cameraToObject);
#ifdef VERSION_SH
queue_rumble_data(5, 30);
@@ -570,7 +570,7 @@ s32 act_ledge_grab(struct MarioState *m) {
return let_go_of_ledge(m);
}
#ifdef VERSION_EU
// On PAL, you can't slow climb up ledges while holding A.
// On EU, you can't slow climb up ledges while holding A.
if (m->actionTimer == 10 && (m->input & INPUT_NONZERO_ANALOG) && !(m->input & INPUT_A_DOWN))
#else
if (m->actionTimer == 10 && (m->input & INPUT_NONZERO_ANALOG))
@@ -619,7 +619,7 @@ s32 act_ledge_climb_slow(struct MarioState *m) {
update_ledge_climb(m, MARIO_ANIM_SLOW_LEDGE_GRAB, ACT_IDLE);
update_ledge_climb_camera(m);
if (m->marioObj->header.gfx.unk38.animFrame == 17) {
if (m->marioObj->header.gfx.animInfo.animFrame == 17) {
m->action = ACT_LEDGE_CLIMB_SLOW_2;
}
@@ -648,7 +648,7 @@ s32 act_ledge_climb_fast(struct MarioState *m) {
update_ledge_climb(m, MARIO_ANIM_FAST_LEDGE_GRAB, ACT_IDLE);
if (m->marioObj->header.gfx.unk38.animFrame == 8) {
if (m->marioObj->header.gfx.animInfo.animFrame == 8) {
play_mario_landing_sound(m, SOUND_ACTION_TERRAIN_LANDING);
}
update_ledge_climb_camera(m);
@@ -749,13 +749,11 @@ s32 act_in_cannon(struct MarioState *m) {
#endif
m->usedObj->oAction = 2;
return FALSE;
} else {
if (m->faceAngle[0] != startFacePitch || m->faceAngle[1] != startFaceYaw) {
play_sound(SOUND_MOVING_AIM_CANNON, m->marioObj->header.gfx.cameraToObject);
} else if (m->faceAngle[0] != startFacePitch || m->faceAngle[1] != startFaceYaw) {
play_sound(SOUND_MOVING_AIM_CANNON, m->marioObj->header.gfx.cameraToObject);
#ifdef VERSION_SH
reset_rumble_timers_2(0);
reset_rumble_timers_2(0);
#endif
}
}
}