#pragma once /********************* * MOVEMENT SETTINGS * *********************/ // Changes Mario's ground turn radius by making it dependent on the analog stick magnitude and speed. // #define VELOCITY_BASED_TURN_SPEED // Allows Mario to easily side flip when moving forwards at any speed. // #define SIDE_FLIP_AT_LOW_SPEEDS // Allows Mario to aim towards a new direction at the end of turning around, // and allows Mario to turn around multiple times in a row. // #define RESET_DIRECTION_WHEN_TURNING_AROUND // Improved hanging: // - Doesn't require holding down the A button. // - Precise turning control. // - Prevents falling from the edges. #define BETTER_HANGING // Change the movement speed when hanging from a ceiling (the vanilla value is 4.0f, has no effect if BETTER_HANGING is enabled). #define HANGING_SPEED 12.0f // Prevents Mario from falling asleep while idle. // #define NO_SLEEP // Disables fall damage. #define NO_FALL_DAMAGE // Disables the scream that mario makes when falling off a great height (this is separate from actual fall damage). // #define NO_FALL_DAMAGE_SOUND // Fall height for normal fall damage. Vanilla is 1150.0f. #define FALL_DAMAGE_HEIGHT_SMALL 1150.0f // Fall height for double fall damage. Vanilla is 3000.0f. #define FALL_DAMAGE_HEIGHT_LARGE 3000.0f // Disables Mario getting stuck in snow and sand when falling. // #define NO_GETTING_BURIED // Prevents hands-free holding. // #define HANDS_FREE_HOLDING_FIX // Prevents Mario from losing his cap. // #define PREVENT_CAP_LOSS // Enables Platform Displacement 2, also known as momentum patch. Makes Mario keep the momemtum from moving platforms. #define PLATFORM_DISPLACEMENT_2 // Uses Shindou's pole behavior. // #define SHINDOU_POLES // If A and Z are pressed on the same frame while running, Mario will long jump instead of ground pound. #define EASIER_LONG_JUMPS // Enables the ability to hold Z while twirling to descend faster. #define Z_TWIRL // Disables bonks when ground pounding next to a wall. #define DISABLE_GROUNDPOUND_BONK // Allows Mario to jump kick on steep surfaces that are set to be non slippery, instead of being forced to dive. #define JUMP_KICK_FIX // Allows Mario to grab hangable ceilings from any state. #define HANGING_FIX // The last frame after hitting a wall that will be considered a firsty when wallkicking. #define FIRSTY_LAST_FRAME 1 // The maximum angle the player can wall kick, in degrees. 0..90. To allow 45 degree wall kicks, you must supply `46` to allow 45 and under. #define WALL_KICK_DEGREES 45 // This is vanilla behavior, disable it to allow ledge grabbing regardless of floor pitch. // #define LEDGE_GRABS_CHECK_SLOPE_ANGLE // Disables BLJs and crushes SimpleFlips's dreams. // #define DISABLE_BLJ // Re-enables upwarping when entering water. Forces you to only enter water from the top. // #define WATER_PLUNGE_UPWARP /** * This bug allows mario to move when initiating a dialog, * just as long as mario doesn't enter an action that can * be interrupted with text * Uncomment this to fix this bug, and frustrate speedrunners */ // #define BUGFIX_DIALOG_TIME_STOP