#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 /** * 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 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 /** * Makes Mario unable to ledge grab steep slopes to prevent false ledge grabs. */ #define DONT_LEDGE_GRAB_STEEP_SLOPES /** * 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 /** * Enables Platform Displacement 2, an upgrade to the physics involving moving platforms and how Mario interacts with them. */ #define PLATFORM_DISPLACEMENT_2 /** * Inertia defines; allow Mario to preserve his momemtum when leaving moving platforms. * These require Platform Displacement 2 to be enabled. */ #define MARIO_INERTIA_UPWARD // #define MARIO_INERTIA_LATERAL