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Improved puppyprint font
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@@ -434,23 +434,19 @@ s32 update_decelerating_speed(struct MarioState *m) {
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}
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void update_walking_speed(struct MarioState *m) {
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f32 maxTargetSpeed;
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f32 maxTargetSpeed = ((m->floor != NULL && m->floor->type == SURFACE_SLOW) ? 24.0f : 32.0f);
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if (m->floor != NULL && m->floor->type == SURFACE_SLOW) {
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maxTargetSpeed = 24.0f;
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} else {
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maxTargetSpeed = 32.0f;
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}
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f32 targetSpeed = m->intendedMag < maxTargetSpeed ? m->intendedMag : maxTargetSpeed;
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f32 targetSpeed = ((m->intendedMag < maxTargetSpeed) ? m->intendedMag : maxTargetSpeed);
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if (m->quicksandDepth > 10.0f) {
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targetSpeed *= 6.25 / m->quicksandDepth;
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}
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if (m->forwardVel <= 0.0f) {
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// Slow down if moving backwards
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m->forwardVel += 1.1f;
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} else if (m->forwardVel <= targetSpeed) {
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// If accelerating
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m->forwardVel += 1.1f - m->forwardVel / 43.0f;
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} else if (m->floor->normal.y >= 0.95f) {
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m->forwardVel -= 1.0f;
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@@ -476,14 +472,15 @@ void update_walking_speed(struct MarioState *m) {
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}
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m->faceAngle[1] = approach_angle(m->faceAngle[1], m->intendedYaw, turnRange);
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#elif GROUND_TURN_MODE == 2 // similar to mode 1, but a bit further from vanilla, and allows instant turnaround if Mario is moving slower than a certain threshold.
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if ((m->forwardVel < 0.0f) && (m->heldObj == NULL) && !(m->action & ACT_FLAG_SHORT_HITBOX)) {
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Bool32 doFullTurn = (m->heldObj == NULL) && !(m->action & ACT_FLAG_SHORT_HITBOX);
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if ((m->forwardVel < 0.0f) && doFullTurn) {
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// Flip Mario if he is moving backwards
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m->faceAngle[1] += 0x8000;
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m->forwardVel *= -1.0f;
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}
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if (analog_stick_held_back(m) && (m->heldObj == NULL) && !(m->action & ACT_FLAG_SHORT_HITBOX)) {
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if (analog_stick_held_back(m) && doFullTurn) {
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// Turn around instantly
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set_mario_action(m, ACT_TURNING_AROUND, 0);
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// set_mario_action(m, ACT_TURNING_AROUND, 0);
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if (m->forwardVel < 10.0f) {
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m->faceAngle[1] = m->intendedYaw;
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}
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