Files
Microtransactions64/src/game/mario_step.c
CowQuack 90a9e978cc Fix the stationary action and ledgegrab downwarps when pushed off a ledge, and added a special downwarp for grabbing Bowser (#664)
* fix stationary/ledge downwarp, special bowser case

* Comment clarity

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

---------

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>
2023-08-30 21:53:04 -04:00

738 lines
23 KiB
C

#include <ultra64.h>
#include "sm64.h"
#include "engine/math_util.h"
#include "engine/surface_collision.h"
#include "engine/surface_load.h"
#include "mario.h"
#include "audio/external.h"
#include "game_init.h"
#include "interaction.h"
#include "mario_step.h"
#include "config.h"
static s16 sMovingSandSpeeds[] = { 12, 8, 4, 0 };
struct Surface gWaterSurfacePseudoFloor = {
SURFACE_VERY_SLIPPERY, // type
0x0, // force
0x0, // flags
0, // room
-SURFACE_VERTICAL_BUFFER, // lowerY
SURFACE_VERTICAL_BUFFER, // upperY
{ 0, 0, 0 }, // vertex1
{ 0, 0, 0 }, // vertex2
{ 0, 0, 0 }, // vertex3
{ 0.0f, 1.0f, 0.0f }, // normal
0.0f, // originOffset
NULL, // object
};
/**
* Always returns zero. This may have been intended
* to be used for the beta trampoline. Its return value
* is used by set_mario_y_vel_based_on_fspeed as a constant
* addition to Mario's Y velocity. Given the closeness of
* this function to stub_mario_step_2, it is probable that this
* was intended to check whether a trampoline had made itself
* known through stub_mario_step_2 and whether Mario was on it,
* and if so return a higher value than 0.
*/
f32 get_additive_y_vel_for_jumps(void) {
return 0.0f;
}
/**
* Does nothing, but takes in a MarioState. This is only ever
* called by update_mario_inputs, which is called as part of Mario's
* update routine. Due to its proximity to stub_mario_step_2, an
* incomplete trampoline function, and get_additive_y_vel_for_jumps,
* a potentially trampoline-related function, it is plausible that
* this could be used for checking if Mario was on the trampoline.
* It could, for example, make him bounce.
*/
void stub_mario_step_1(UNUSED struct MarioState *x) {
}
/**
* Does nothing. This is only called by the beta trampoline.
* Due to its proximity to get_additive_y_vel_for_jumps, another
* currently-pointless function, it is probable that this was used
* by the trampoline to make itself known to get_additive_y_vel_for_jumps,
* or to set a variable with its intended additive Y vel.
*/
void stub_mario_step_2(void) {
}
void transfer_bully_speed(struct BullyCollisionData *obj1, struct BullyCollisionData *obj2) {
f32 rx = obj2->posX - obj1->posX;
f32 rz = obj2->posZ - obj1->posZ;
//! Bully NaN crash
f32 rzx = sqr(rx) + sqr(rz);
f32 projectedV1 = (rx * obj1->velX + rz * obj1->velZ) / rzx;
f32 projectedV2 = (-rx * obj2->velX - rz * obj2->velZ) / rzx;
// Kill speed along r. Convert one object's speed along r and transfer it to
// the other object.
f32 p1x = projectedV1 * rx;
f32 p1z = projectedV1 * rz;
f32 p2x = projectedV2 * -rx;
f32 p2z = projectedV2 * -rz;
obj2->velX += obj2->conversionRatio * p1x - p2x;
obj2->velZ += obj2->conversionRatio * p1z - p2z;
obj1->velX += -p1x + obj1->conversionRatio * p2x;
obj1->velZ += -p1z + obj1->conversionRatio * p2z;
//! Bully battery
}
void init_bully_collision_data(struct BullyCollisionData *data, f32 posX, f32 posZ,
f32 forwardVel, s16 yaw, f32 conversionRatio, f32 radius) {
if (forwardVel < 0.0f) {
forwardVel *= -1.0f;
yaw += 0x8000;
}
data->radius = radius;
data->conversionRatio = conversionRatio;
data->posX = posX;
data->posZ = posZ;
data->velX = forwardVel * sins(yaw);
data->velZ = forwardVel * coss(yaw);
}
void mario_bonk_reflection(struct MarioState *m, u32 negateSpeed) {
if (m->wall != NULL) {
s16 wallAngle = m->wallYaw;
m->faceAngle[1] = wallAngle - (s16)(m->faceAngle[1] - wallAngle);
play_sound((m->flags & MARIO_METAL_CAP) ? SOUND_ACTION_METAL_BONK : SOUND_ACTION_BONK,
m->marioObj->header.gfx.cameraToObject);
} else {
play_sound(SOUND_ACTION_HIT, m->marioObj->header.gfx.cameraToObject);
}
if (negateSpeed) {
mario_set_forward_vel(m, -m->forwardVel);
} else {
m->faceAngle[1] += 0x8000;
}
}
u32 mario_update_quicksand(struct MarioState *m, f32 sinkingSpeed) {
if (m->action & ACT_FLAG_RIDING_SHELL) {
m->quicksandDepth = 0.0f;
} else {
if (m->quicksandDepth < 1.1f) {
m->quicksandDepth = 1.1f;
}
switch (m->floor->type) {
case SURFACE_SHALLOW_QUICKSAND:
if ((m->quicksandDepth += sinkingSpeed) >= 10.0f) {
m->quicksandDepth = 10.0f;
}
break;
case SURFACE_SHALLOW_MOVING_QUICKSAND:
if ((m->quicksandDepth += sinkingSpeed) >= 25.0f) {
m->quicksandDepth = 25.0f;
}
break;
case SURFACE_QUICKSAND:
case SURFACE_MOVING_QUICKSAND:
if ((m->quicksandDepth += sinkingSpeed) >= 60.0f) {
m->quicksandDepth = 60.0f;
}
break;
case SURFACE_DEEP_QUICKSAND:
case SURFACE_DEEP_MOVING_QUICKSAND:
if ((m->quicksandDepth += sinkingSpeed) >= 160.0f) {
update_mario_sound_and_camera(m);
return drop_and_set_mario_action(m, ACT_QUICKSAND_DEATH, 0);
}
break;
case SURFACE_INSTANT_QUICKSAND:
case SURFACE_INSTANT_MOVING_QUICKSAND:
update_mario_sound_and_camera(m);
return drop_and_set_mario_action(m, ACT_QUICKSAND_DEATH, 0);
break;
default:
m->quicksandDepth = 0.0f;
break;
}
}
return FALSE;
}
u32 mario_push_off_steep_floor(struct MarioState *m, u32 action, u32 actionArg) {
s16 floorDYaw = m->floorYaw - m->faceAngle[1];
if (floorDYaw > -0x4000 && floorDYaw < 0x4000) {
m->forwardVel = 16.0f;
m->faceAngle[1] = m->floorYaw;
} else {
m->forwardVel = -16.0f;
m->faceAngle[1] = m->floorYaw + 0x8000;
}
return set_mario_action(m, action, actionArg);
}
u32 mario_update_moving_sand(struct MarioState *m) {
struct Surface *floor = m->floor;
s32 floorType = floor->type;
if (floorType == SURFACE_DEEP_MOVING_QUICKSAND || floorType == SURFACE_SHALLOW_MOVING_QUICKSAND
|| floorType == SURFACE_MOVING_QUICKSAND || floorType == SURFACE_INSTANT_MOVING_QUICKSAND) {
s16 pushAngle = floor->force << 8;
f32 pushSpeed = sMovingSandSpeeds[floor->force >> 8];
m->vel[0] += pushSpeed * sins(pushAngle);
m->vel[2] += pushSpeed * coss(pushAngle);
return TRUE;
}
return FALSE;
}
u32 mario_update_windy_ground(struct MarioState *m) {
struct Surface *floor = m->floor;
if (floor->type == SURFACE_HORIZONTAL_WIND) {
f32 pushSpeed;
s16 pushAngle = floor->force << 8;
if (m->action & ACT_FLAG_MOVING) {
s16 pushDYaw = m->faceAngle[1] - pushAngle;
pushSpeed = m->forwardVel > 0.0f ? -m->forwardVel * 0.5f : -8.0f;
if (pushDYaw > -0x4000 && pushDYaw < 0x4000) {
pushSpeed *= -1.0f;
}
pushSpeed *= coss(pushDYaw);
} else {
pushSpeed = 3.2f + (gGlobalTimer % 4);
}
m->vel[0] += pushSpeed * sins(pushAngle);
m->vel[2] += pushSpeed * coss(pushAngle);
return TRUE;
}
return FALSE;
}
void stop_and_set_height_to_floor(struct MarioState *m) {
struct Object *marioObj = m->marioObj;
mario_set_forward_vel(m, 0.0f);
m->vel[1] = 0.0f;
// HackerSM64 2.1: This check fixes the ledgegrab downwarp after being pushed off a ledge.
if (m->pos[1] <= m->floorHeight + 160.0f) {
m->pos[1] = m->floorHeight;
}
vec3f_copy(marioObj->header.gfx.pos, m->pos);
vec3s_set(marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
}
s32 stationary_ground_step(struct MarioState *m) {
struct Object *marioObj = m->marioObj;
u32 stepResult = GROUND_STEP_NONE;
mario_set_forward_vel(m, 0.0f);
u32 takeStep = (mario_update_moving_sand(m) | mario_update_windy_ground(m));
if (takeStep) {
stepResult = perform_ground_step(m);
} else {
// HackerSM64 2.1: This check prevents the downwarps that plagued stationary actions.
if (m->pos[1] <= m->floorHeight + 160.0f) {
m->pos[1] = m->floorHeight;
}
vec3f_copy(marioObj->header.gfx.pos, m->pos);
vec3s_set(marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
}
return stepResult;
}
static s32 perform_ground_quarter_step(struct MarioState *m, Vec3f nextPos) {
struct WallCollisionData lowerWall, upperWall;
struct Surface *ceil, *floor;
s16 i;
s16 wallDYaw;
s32 oldWallDYaw;
resolve_and_return_wall_collisions(nextPos, 30.0f, 24.0f, &lowerWall);
resolve_and_return_wall_collisions(nextPos, 60.0f, 50.0f, &upperWall);
f32 floorHeight = find_floor(nextPos[0], nextPos[1], nextPos[2], &floor);
f32 ceilHeight = find_mario_ceil(nextPos, floorHeight, &ceil);
f32 waterLevel = find_water_level(nextPos[0], nextPos[2]);
if (floor == NULL) {
return GROUND_STEP_HIT_WALL_STOP_QSTEPS;
}
if ((m->action & ACT_FLAG_RIDING_SHELL) && floorHeight < waterLevel) {
floorHeight = waterLevel;
floor = &gWaterSurfacePseudoFloor;
floor->originOffset = -floorHeight;
}
if (nextPos[1] > floorHeight + 100.0f) {
if (nextPos[1] + 160.0f >= ceilHeight) {
return GROUND_STEP_HIT_WALL_STOP_QSTEPS;
}
vec3f_copy(m->pos, nextPos);
set_mario_floor(m, floor, floorHeight);
return GROUND_STEP_LEFT_GROUND;
}
if (floorHeight + 160.0f >= ceilHeight) {
return GROUND_STEP_HIT_WALL_STOP_QSTEPS;
}
vec3f_set(m->pos, nextPos[0], floorHeight, nextPos[2]);
// H64 TODO: Add config opt & check if floor is slippery
if (!SURFACE_IS_UNSAFE(floor->type)) {
vec3f_copy(m->lastSafePos, m->pos);
}
set_mario_floor(m, floor, floorHeight);
if (m->wall != NULL) {
oldWallDYaw = abs_angle_diff(m->wallYaw, m->faceAngle[1]);
} else {
oldWallDYaw = 0x0;
}
for (i = 0; i < upperWall.numWalls; i++) {
wallDYaw = abs_angle_diff(SURFACE_YAW(upperWall.walls[i]), m->faceAngle[1]);
if (wallDYaw > oldWallDYaw) {
oldWallDYaw = wallDYaw;
set_mario_wall(m, upperWall.walls[i]);
}
if (wallDYaw >= DEGREES(60) && wallDYaw <= DEGREES(120)) {
continue;
}
return GROUND_STEP_HIT_WALL_CONTINUE_QSTEPS;
}
return GROUND_STEP_NONE;
}
s32 perform_ground_step(struct MarioState *m) {
s32 i;
u32 stepResult;
Vec3f intendedPos;
const f32 numSteps = 4.0f;
set_mario_wall(m, NULL);
for (i = 0; i < 4; i++) {
intendedPos[0] = m->pos[0] + m->floor->normal.y * (m->vel[0] / numSteps);
intendedPos[2] = m->pos[2] + m->floor->normal.y * (m->vel[2] / numSteps);
intendedPos[1] = m->pos[1];
stepResult = perform_ground_quarter_step(m, intendedPos);
if (stepResult == GROUND_STEP_LEFT_GROUND || stepResult == GROUND_STEP_HIT_WALL_STOP_QSTEPS) {
break;
}
}
m->terrainSoundAddend = mario_get_terrain_sound_addend(m);
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
if (stepResult == GROUND_STEP_HIT_WALL_CONTINUE_QSTEPS) {
stepResult = GROUND_STEP_HIT_WALL;
}
return stepResult;
}
// Horizontal dot product of surface normal
#define hdot_surf(surf, vec) (((surf)->normal.x * (vec)[0]) + ((surf)->normal.z * (vec)[2]))
struct Surface *check_ledge_grab(struct MarioState *m, struct Surface *prevWall, struct Surface *wall, Vec3f intendedPos, Vec3f nextPos, Vec3f ledgePos, struct Surface **ledgeFloor) {
struct Surface *returnedWall = wall;
if (m->vel[1] > 0.0f || wall == NULL) {
return NULL;
}
if (prevWall == NULL) {
prevWall = wall;
}
// Return the already grabbed wall if Mario is moving into it more than the newly tested wall.
if (hdot_surf(prevWall, m->vel) < hdot_surf(wall, m->vel)) {
returnedWall = prevWall;
}
// Only ledge grab if the wall displaced Mario in the opposite direction of his velocity.
// hdot(displacement, vel).
if (
((nextPos[0] - intendedPos[0]) * m->vel[0]) + ((nextPos[2] - intendedPos[2]) * m->vel[2]) > 0.0f
) {
returnedWall = prevWall;
}
ledgePos[0] = nextPos[0] - (wall->normal.x * 60.0f);
ledgePos[2] = nextPos[2] - (wall->normal.z * 60.0f);
ledgePos[1] = find_floor(ledgePos[0], nextPos[1] + 160.0f, ledgePos[2], ledgeFloor);
if (ledgeFloor == NULL
|| (*ledgeFloor) == NULL
|| ledgePos[1] < nextPos[1] + 100.0f
#ifdef DONT_LEDGE_GRAB_STEEP_SLOPES
|| (*ledgeFloor)->normal.y < COS25 // H64 TODO: check if floor is actually slippery
#endif
) {
return NULL;
}
return returnedWall;
}
#undef hdot_surf
s32 bonk_or_hit_lava_wall(struct MarioState *m, struct WallCollisionData *wallData) {
s16 i;
s16 wallDYaw;
s32 oldWallDYaw;
s32 result = AIR_STEP_NONE;
if (m->wall != NULL) {
oldWallDYaw = abs_angle_diff(m->wallYaw, m->faceAngle[1]);
} else {
oldWallDYaw = 0x0;
}
for (i = 0; i < wallData->numWalls; i++) {
if (wallData->walls[i] != NULL) {
if (wallData->walls[i]->type == SURFACE_BURNING) {
set_mario_wall(m, wallData->walls[i]);
return AIR_STEP_HIT_LAVA_WALL;
}
// Update wall reference (bonked wall) only if the new wall has a better facing angle
wallDYaw = abs_angle_diff(SURFACE_YAW(wallData->walls[i]), m->faceAngle[1]);
if (wallDYaw > oldWallDYaw) {
oldWallDYaw = wallDYaw;
set_mario_wall(m, wallData->walls[i]);
if (wallDYaw > DEGREES(180 - WALL_KICK_DEGREES)) {
m->flags |= MARIO_AIR_HIT_WALL;
result = AIR_STEP_HIT_WALL;
}
}
}
}
return result;
}
s32 perform_air_quarter_step(struct MarioState *m, Vec3f intendedPos, u32 stepArg) {
s16 i;
s32 stepResult = AIR_STEP_NONE;
Vec3f nextPos, ledgePos;
struct WallCollisionData upperWall, lowerWall;
struct Surface *ceil, *floor, *ledgeFloor;
struct Surface *grabbedWall = NULL;
vec3f_copy(nextPos, intendedPos);
resolve_and_return_wall_collisions(nextPos, 150.0f, 50.0f, &upperWall);
resolve_and_return_wall_collisions(nextPos, 30.0f, 50.0f, &lowerWall);
f32 floorHeight = find_floor(nextPos[0], nextPos[1], nextPos[2], &floor);
f32 ceilHeight = find_mario_ceil(nextPos, floorHeight, &ceil);
f32 waterLevel = find_water_level(nextPos[0], nextPos[2]);
//! The water pseudo floor is not referenced when your intended qstep is
// out of bounds, so it won't detect you as landing.
if (floor == NULL) {
if (nextPos[1] <= m->floorHeight) {
m->pos[1] = m->floorHeight;
return AIR_STEP_LANDED;
}
m->pos[1] = nextPos[1];
return AIR_STEP_HIT_WALL;
}
if ((m->action & ACT_FLAG_RIDING_SHELL) && floorHeight < waterLevel) {
floorHeight = waterLevel;
floor = &gWaterSurfacePseudoFloor;
floor->originOffset = -floorHeight;
}
//! This check uses f32, but findFloor uses short (overflow jumps)
if (nextPos[1] <= floorHeight) {
if (ceilHeight - floorHeight > 160.0f) {
m->pos[0] = nextPos[0];
m->pos[2] = nextPos[2];
set_mario_floor(m, floor, floorHeight);
}
//! When ceilHeight - floorHeight <= 160, the step result says that
// Mario landed, but his movement is cancelled and his referenced floor
// isn't updated (pedro spots)
m->pos[1] = floorHeight;
return AIR_STEP_LANDED;
}
if (nextPos[1] + 160.0f > ceilHeight) {
if (m->vel[1] >= 0.0f) {
m->vel[1] = 0.0f;
#ifdef HANGING_FIX
// Grab ceiling unless they just were grabbing a ceiling
if (!(m->prevAction & ACT_FLAG_HANGING) && ceil != NULL && ceil->type == SURFACE_HANGABLE) {
#else
if ((stepArg & AIR_STEP_CHECK_HANG) && ceil != NULL && ceil->type == SURFACE_HANGABLE) {
#endif
return AIR_STEP_GRABBED_CEILING;
}
return AIR_STEP_NONE;
}
//! Potential subframe downwarp->upwarp?
if (nextPos[1] <= m->floorHeight) {
m->pos[1] = m->floorHeight;
return AIR_STEP_LANDED;
}
m->pos[1] = nextPos[1];
return AIR_STEP_HIT_CEILING;
}
//! When the wall is not completely vertical or there is a slight wall
// misalignment, you can activate these conditions in unexpected situations
if ((stepArg & AIR_STEP_CHECK_LEDGE_GRAB) && upperWall.numWalls == 0 && lowerWall.numWalls != 0) {
for (i = 0; i < lowerWall.numWalls; i++) {
grabbedWall = check_ledge_grab(m, grabbedWall, lowerWall.walls[i], intendedPos, nextPos, ledgePos, &ledgeFloor);
if (grabbedWall != NULL) {
stepResult = AIR_STEP_GRABBED_LEDGE;
}
}
if (stepResult == AIR_STEP_GRABBED_LEDGE && grabbedWall != NULL && ledgeFloor != NULL) {
vec3f_copy(m->pos, ledgePos);
set_mario_floor(m, floor, ledgePos[1]);
m->faceAngle[0] = 0x0;
m->faceAngle[1] = SURFACE_YAW(grabbedWall) + 0x8000;
} else {
vec3f_copy(m->pos, nextPos);
set_mario_floor(m, floor, floorHeight);
}
return stepResult;
}
vec3f_copy(m->pos, nextPos);
set_mario_floor(m, floor, floorHeight);
if (upperWall.numWalls > 0) {
stepResult = bonk_or_hit_lava_wall(m, &upperWall);
if (stepResult != AIR_STEP_NONE) {
return stepResult;
}
}
return (lowerWall.numWalls > 0) ? bonk_or_hit_lava_wall(m, &lowerWall) : AIR_STEP_NONE;
}
void apply_twirl_gravity(struct MarioState *m) {
#ifdef Z_TWIRL
f32 Zmodifier = m->input & INPUT_Z_DOWN ? 4.0f : 1.0f;
#endif
f32 heaviness = 1.0f;
if (m->angleVel[1] > 1024) {
heaviness = 1024.0f / m->angleVel[1];
}
#ifdef Z_TWIRL
f32 terminalVelocity = -75.0f * heaviness * Zmodifier;
m->vel[1] -= 4.0f * heaviness * Zmodifier;
#else
f32 terminalVelocity = -75.0f * heaviness;
m->vel[1] -= 4.0f * heaviness;
#endif
if (m->vel[1] < terminalVelocity) {
m->vel[1] = terminalVelocity;
}
}
u32 should_strengthen_gravity_for_jump_ascent(struct MarioState *m) {
if (!(m->flags & MARIO_JUMPING)) {
return FALSE;
}
if (m->action & (ACT_FLAG_INTANGIBLE | ACT_FLAG_INVULNERABLE)) {
return FALSE;
}
if (!(m->input & INPUT_A_DOWN) && m->vel[1] > 20.0f) {
return (m->action & ACT_FLAG_CONTROL_JUMP_HEIGHT) != 0;
}
return FALSE;
}
void apply_gravity(struct MarioState *m) {
if (m->action == ACT_TWIRLING && m->vel[1] < 0.0f) {
apply_twirl_gravity(m);
} else if (m->action == ACT_SHOT_FROM_CANNON) {
m->vel[1] -= 1.0f;
if (m->vel[1] < -75.0f) {
m->vel[1] = -75.0f;
}
} else if (m->action == ACT_LONG_JUMP || m->action == ACT_SLIDE_KICK
|| m->action == ACT_BBH_ENTER_SPIN) {
m->vel[1] -= 2.0f;
if (m->vel[1] < -75.0f) {
m->vel[1] = -75.0f;
}
} else if (m->action == ACT_LAVA_BOOST || m->action == ACT_FALL_AFTER_STAR_GRAB) {
m->vel[1] -= 3.2f;
if (m->vel[1] < -65.0f) {
m->vel[1] = -65.0f;
}
} else if (m->action == ACT_GETTING_BLOWN) {
m->vel[1] -= m->windGravity;
if (m->vel[1] < -75.0f) {
m->vel[1] = -75.0f;
}
} else if (should_strengthen_gravity_for_jump_ascent(m)) {
m->vel[1] /= 4.0f;
} else if (m->action & ACT_FLAG_METAL_WATER) {
m->vel[1] -= 1.6f;
if (m->vel[1] < -16.0f) {
m->vel[1] = -16.0f;
}
} else if ((m->flags & MARIO_WING_CAP) && m->vel[1] < 0.0f && (m->input & INPUT_A_DOWN)) {
m->marioBodyState->wingFlutter = TRUE;
m->vel[1] -= 2.0f;
if (m->vel[1] < -37.5f) {
if ((m->vel[1] += 4.0f) > -37.5f) {
m->vel[1] = -37.5f;
}
}
} else {
m->vel[1] -= 4.0f;
if (m->vel[1] < -75.0f) {
m->vel[1] = -75.0f;
}
}
}
void apply_vertical_wind(struct MarioState *m) {
f32 maxVelY;
if (m->action != ACT_GROUND_POUND) {
f32 offsetY = m->pos[1] - -1500.0f;
if (m->floor->type == SURFACE_VERTICAL_WIND && -3000.0f < offsetY && offsetY < 2000.0f) {
if (offsetY >= 0.0f) {
maxVelY = 10000.0f / (offsetY + 200.0f);
} else {
maxVelY = 50.0f;
}
if (m->vel[1] < maxVelY) {
if ((m->vel[1] += maxVelY / 8.0f) > maxVelY) {
m->vel[1] = maxVelY;
}
}
}
}
}
s32 perform_air_step(struct MarioState *m, u32 stepArg) {
Vec3f intendedPos;
const f32 numSteps = 4.0f;
s32 i;
s32 quarterStepResult;
s32 stepResult = AIR_STEP_NONE;
set_mario_wall(m, NULL);
for (i = 0; i < 4; i++) {
intendedPos[0] = m->pos[0] + m->vel[0] / numSteps;
intendedPos[1] = m->pos[1] + m->vel[1] / numSteps;
intendedPos[2] = m->pos[2] + m->vel[2] / numSteps;
quarterStepResult = perform_air_quarter_step(m, intendedPos, stepArg);
if (quarterStepResult != AIR_STEP_NONE) {
stepResult = quarterStepResult;
}
if (quarterStepResult == AIR_STEP_LANDED || quarterStepResult == AIR_STEP_GRABBED_LEDGE
|| quarterStepResult == AIR_STEP_GRABBED_CEILING
|| quarterStepResult == AIR_STEP_HIT_LAVA_WALL) {
break;
}
}
if (m->vel[1] >= 0.0f) {
m->peakHeight = m->pos[1];
}
m->terrainSoundAddend = mario_get_terrain_sound_addend(m);
if (m->action != ACT_FLYING) {
apply_gravity(m);
}
apply_vertical_wind(m);
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
return stepResult;
}
// They had these functions the whole time and never used them? Lol
void set_vel_from_pitch_and_yaw(struct MarioState *m) {
m->vel[0] = m->forwardVel * coss(m->faceAngle[0]) * sins(m->faceAngle[1]);
m->vel[1] = m->forwardVel * sins(m->faceAngle[0]);
m->vel[2] = m->forwardVel * coss(m->faceAngle[0]) * coss(m->faceAngle[1]);
}
void set_vel_from_yaw(struct MarioState *m) {
m->vel[0] = m->slideVelX = m->forwardVel * sins(m->faceAngle[1]);
m->vel[1] = 0.0f;
m->vel[2] = m->slideVelZ = m->forwardVel * coss(m->faceAngle[1]);
}