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144 lines
3.2 KiB
C
144 lines
3.2 KiB
C
#pragma once
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/*********************
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* MOVEMENT SETTINGS *
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*********************/
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/**
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* Changes Mario's ground turn radius by making it dependent on the analog stick magnitude and speed.
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*/
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// #define VELOCITY_BASED_TURN_SPEED
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/**
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* Allows Mario to easily side flip when moving forwards at any speed.
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*/
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// #define SIDE_FLIP_AT_LOW_SPEEDS
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/**
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* Allows Mario to aim towards a new direction at the end of turning around,
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* and allows Mario to turn around multiple times in a row.
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*/
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// #define RESET_DIRECTION_WHEN_TURNING_AROUND
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/**
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* Improved hanging:
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* - Doesn't require holding down the A button.
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* - Precise turning control.
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* - Prevents falling from the edges.
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*/
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// #define BETTER_HANGING
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/**
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* Change the movement speed when hanging from a ceiling (the vanilla value is 4.0f, has no effect if BETTER_HANGING is enabled).
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*/
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#define HANGING_SPEED 4.0f
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/**
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* Prevents Mario from falling asleep while idle.
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*/
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// #define NO_SLEEP
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/**
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* Disables fall damage.
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*/
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#define NO_FALL_DAMAGE
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/**
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* Disables the scream that mario makes when falling off a great height (this is separate from actual fall damage).
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*/
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// #define NO_FALL_DAMAGE_SOUND
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/**
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* Fall height for normal fall damage. Vanilla is 1150.0f.
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*/
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#define FALL_DAMAGE_HEIGHT_SMALL 1150.0f
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/**
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* Fall height for double fall damage. Vanilla is 3000.0f.
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*/
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#define FALL_DAMAGE_HEIGHT_LARGE 3000.0f
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/**
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* Disables Mario getting stuck in snow and sand when falling.
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*/
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// #define NO_GETTING_BURIED
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/**
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* Prevents hands-free holding.
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*/
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// #define HANDS_FREE_HOLDING_FIX
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/**
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* Prevents Mario from losing his cap.
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*/
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// #define PREVENT_CAP_LOSS
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/**
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* Uses Shindou's pole behavior.
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*/
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// #define SHINDOU_POLES
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/**
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* If A and Z are pressed on the same frame while running, Mario will long jump instead of ground pound.
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*/
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// #define EASIER_LONG_JUMPS
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/**
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* Enables the ability to hold Z while twirling to descend faster.
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*/
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// #define Z_TWIRL
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/**
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* Disables bonks when ground pounding next to a wall.
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*/
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#define DISABLE_GROUNDPOUND_BONK
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/**
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* Allows Mario to jump kick on steep surfaces that are set to be non slippery, instead of being forced to dive.
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*/
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#define JUMP_KICK_FIX
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/**
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* Allows Mario to grab hangable ceilings from any state.
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*/
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// #define HANGING_FIX
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/**
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* 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.
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*/
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#define WALL_KICK_DEGREES 45
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/**
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* Makes Mario unable to ledge grab steep slopes to prevent false ledge grabs.
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*/
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#define DONT_LEDGE_GRAB_STEEP_SLOPES
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/**
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* Buffers an A input if you jump off a slope during the landing lag
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*/
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// #define SLOPE_BUFFER
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/**
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* Disables BLJs and crushes SimpleFlips's dreams.
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*/
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// #define DISABLE_BLJ
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/**
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* Re-enables upwarping when entering water. Forces you to only enter water from the top.
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*/
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// #define WATER_PLUNGE_UPWARP
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/**
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* This bug allows mario to move when initiating a dialog,
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* just as long as mario doesn't enter an action that can
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* be interrupted with text
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* Uncomment this to fix this bug, and frustrate speedrunners
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*/
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#define BUGFIX_DIALOG_TIME_STOP
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/**
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* Inertia defines; allow Mario to preserve his momemtum when leaving moving platforms.
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*/
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#define MARIO_INERTIA_UPWARD
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// #define MARIO_INERTIA_LATERAL
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