1556 lines
46 KiB
C
1556 lines
46 KiB
C
#include <ultra64.h>
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#include "sm64.h"
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#include "level_update.h"
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#include "memory.h"
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#include "engine/math_util.h"
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#include "area.h"
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#include "save_file.h"
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#include "sound_init.h"
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#include "engine/surface_collision.h"
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#include "interaction.h"
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#include "mario.h"
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#include "mario_step.h"
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#include "camera.h"
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#include "audio/external.h"
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#include "behavior_data.h"
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#include "level_table.h"
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#define MIN_SWIM_STRENGTH 160
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#define MIN_SWIM_SPEED 16.0f
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static s16 sWasAtSurface = FALSE;
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static s16 sSwimStrength = MIN_SWIM_STRENGTH;
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static s16 sWaterCurrentSpeeds[] = { 28, 12, 8, 4 };
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static s16 D_80339FD0;
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static s16 D_80339FD2;
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static f32 D_80339FD4;
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static void set_swimming_at_surface_particles(struct MarioState *m, u32 particleFlag) {
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s16 atSurface = m->pos[1] >= m->waterLevel - 130;
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if (atSurface) {
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m->particleFlags |= particleFlag;
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if (atSurface ^ sWasAtSurface) {
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play_sound(SOUND_ACTION_UNKNOWN431, m->marioObj->header.gfx.cameraToObject);
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}
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}
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sWasAtSurface = atSurface;
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}
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static s32 swimming_near_surface(struct MarioState *m) {
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if (m->flags & MARIO_METAL_CAP) {
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return FALSE;
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}
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return (m->waterLevel - 80) - m->pos[1] < 400.0f;
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}
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static f32 get_buoyancy(struct MarioState *m) {
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f32 buoyancy = 0.0f;
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if (m->flags & MARIO_METAL_CAP) {
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if (m->action & ACT_FLAG_INVULNERABLE) {
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buoyancy = -2.0f;
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} else {
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buoyancy = -18.0f;
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}
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} else if (swimming_near_surface(m)) {
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buoyancy = 1.25f;
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} else if (!(m->action & ACT_FLAG_MOVING)) {
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buoyancy = -2.0f;
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}
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return buoyancy;
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}
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static u32 perform_water_full_step(struct MarioState *m, Vec3f nextPos) {
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struct Surface *wall;
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struct Surface *ceil;
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struct Surface *floor;
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f32 ceilHeight;
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f32 floorHeight;
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wall = resolve_and_return_wall_collisions(nextPos, 10.0f, 110.0f);
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floorHeight = find_floor(nextPos[0], nextPos[1], nextPos[2], &floor);
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ceilHeight = vec3f_find_ceil(nextPos, floorHeight, &ceil);
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if (floor == NULL) {
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return WATER_STEP_CANCELLED;
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}
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if (nextPos[1] >= floorHeight) {
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if (ceilHeight - nextPos[1] >= 160.0f) {
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vec3f_copy(m->pos, nextPos);
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m->floor = floor;
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m->floorHeight = floorHeight;
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if (wall != NULL) {
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return WATER_STEP_HIT_WALL;
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} else {
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return WATER_STEP_NONE;
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}
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}
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if (ceilHeight - floorHeight < 160.0f) {
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return WATER_STEP_CANCELLED;
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}
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//! Water ceiling downwarp
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vec3f_set(m->pos, nextPos[0], ceilHeight - 160.0f, nextPos[2]);
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m->floor = floor;
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m->floorHeight = floorHeight;
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return WATER_STEP_HIT_CEILING;
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} else {
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if (ceilHeight - floorHeight < 160.0f) {
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return WATER_STEP_CANCELLED;
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}
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vec3f_set(m->pos, nextPos[0], floorHeight, nextPos[2]);
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m->floor = floor;
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m->floorHeight = floorHeight;
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return WATER_STEP_HIT_FLOOR;
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}
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}
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static void apply_water_current(struct MarioState *m, Vec3f step) {
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s32 i;
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f32 whirlpoolRadius = 2000.0f;
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if (m->floor->type == SURFACE_FLOWING_WATER) {
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s16 currentAngle = m->floor->force << 8;
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f32 currentSpeed = sWaterCurrentSpeeds[m->floor->force >> 8];
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step[0] += currentSpeed * sins(currentAngle);
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step[2] += currentSpeed * coss(currentAngle);
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}
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for (i = 0; i < 2; i++) {
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struct Whirlpool *whirlpool = gCurrentArea->whirlpools[i];
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if (whirlpool != NULL) {
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f32 strength = 0.0f;
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f32 dx = whirlpool->pos[0] - m->pos[0];
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f32 dy = whirlpool->pos[1] - m->pos[1];
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f32 dz = whirlpool->pos[2] - m->pos[2];
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f32 lateralDist = sqrtf(dx * dx + dz * dz);
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f32 distance = sqrtf(lateralDist * lateralDist + dy * dy);
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s16 pitchToWhirlpool = atan2s(lateralDist, dy);
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s16 yawToWhirlpool = atan2s(dz, dx);
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yawToWhirlpool -= (s16)(0x2000 * 1000.0f / (distance + 1000.0f));
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if (whirlpool->strength >= 0) {
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if (gCurrLevelNum == LEVEL_DDD && gCurrAreaIndex == 2) {
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whirlpoolRadius = 4000.0f;
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}
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if (distance >= 26.0f && distance < whirlpoolRadius) {
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strength = whirlpool->strength * (1.0f - distance / whirlpoolRadius);
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}
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} else if (distance < 2000.0f) {
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strength = whirlpool->strength * (1.0f - distance / 2000.0f);
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}
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step[0] += strength * coss(pitchToWhirlpool) * sins(yawToWhirlpool);
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step[1] += strength * sins(pitchToWhirlpool);
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step[2] += strength * coss(pitchToWhirlpool) * coss(yawToWhirlpool);
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}
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}
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}
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static u32 perform_water_step(struct MarioState *m) {
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UNUSED u32 unused;
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u32 stepResult;
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Vec3f nextPos;
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Vec3f step;
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struct Object *marioObj = m->marioObj;
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vec3f_copy(step, m->vel);
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if (m->action & ACT_FLAG_SWIMMING) {
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apply_water_current(m, step);
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}
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nextPos[0] = m->pos[0] + step[0];
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nextPos[1] = m->pos[1] + step[1];
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nextPos[2] = m->pos[2] + step[2];
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if (nextPos[1] > m->waterLevel - 80) {
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nextPos[1] = m->waterLevel - 80;
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m->vel[1] = 0.0f;
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}
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stepResult = perform_water_full_step(m, nextPos);
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vec3f_copy(marioObj->header.gfx.pos, m->pos);
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vec3s_set(marioObj->header.gfx.angle, -m->faceAngle[0], m->faceAngle[1], m->faceAngle[2]);
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return stepResult;
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}
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static BAD_RETURN(u32) func_80270504(struct MarioState *m) {
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struct Object *marioObj = m->marioObj;
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if (marioObj->header.gfx.angle[0] > 0) {
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marioObj->header.gfx.pos[1] +=
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60.0f * sins(marioObj->header.gfx.angle[0]) * sins(marioObj->header.gfx.angle[0]);
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}
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if (marioObj->header.gfx.angle[0] < 0) {
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marioObj->header.gfx.angle[0] = marioObj->header.gfx.angle[0] * 6 / 10;
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}
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if (marioObj->header.gfx.angle[0] > 0) {
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marioObj->header.gfx.angle[0] = marioObj->header.gfx.angle[0] * 10 / 8;
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}
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}
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static void stationary_slow_down(struct MarioState *m) {
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f32 buoyancy = get_buoyancy(m);
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m->angleVel[0] = 0;
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m->angleVel[1] = 0;
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m->forwardVel = approach_f32(m->forwardVel, 0.0f, 1.0f, 1.0f);
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m->vel[1] = approach_f32(m->vel[1], buoyancy, 2.0f, 1.0f);
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m->faceAngle[0] = approach_s32(m->faceAngle[0], 0, 0x200, 0x200);
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m->faceAngle[2] = approach_s32(m->faceAngle[2], 0, 0x100, 0x100);
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m->vel[0] = m->forwardVel * coss(m->faceAngle[0]) * sins(m->faceAngle[1]);
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m->vel[2] = m->forwardVel * coss(m->faceAngle[0]) * coss(m->faceAngle[1]);
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}
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static void update_swimming_speed(struct MarioState *m, f32 decelThreshold) {
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f32 buoyancy = get_buoyancy(m);
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f32 maxSpeed = 28.0f;
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if (m->action & ACT_FLAG_STATIONARY) {
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m->forwardVel -= 2.0f;
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}
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if (m->forwardVel < 0.0f) {
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m->forwardVel = 0.0f;
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}
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if (m->forwardVel > maxSpeed) {
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m->forwardVel = maxSpeed;
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}
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if (m->forwardVel > decelThreshold) {
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m->forwardVel -= 0.5f;
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}
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m->vel[0] = m->forwardVel * coss(m->faceAngle[0]) * sins(m->faceAngle[1]);
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m->vel[1] = m->forwardVel * sins(m->faceAngle[0]) + buoyancy;
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m->vel[2] = m->forwardVel * coss(m->faceAngle[0]) * coss(m->faceAngle[1]);
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}
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static void update_swimming_yaw(struct MarioState *m) {
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s16 targetYawVel = -(s16)(10.0f * m->controller->stickX);
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if (targetYawVel > 0) {
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if (m->angleVel[1] < 0) {
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m->angleVel[1] += 0x40;
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if (m->angleVel[1] > 0x10) {
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m->angleVel[1] = 0x10;
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}
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} else {
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m->angleVel[1] = approach_s32(m->angleVel[1], targetYawVel, 0x10, 0x20);
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}
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} else if (targetYawVel < 0) {
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if (m->angleVel[1] > 0) {
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m->angleVel[1] -= 0x40;
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if (m->angleVel[1] < -0x10) {
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m->angleVel[1] = -0x10;
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}
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} else {
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m->angleVel[1] = approach_s32(m->angleVel[1], targetYawVel, 0x20, 0x10);
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}
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} else {
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m->angleVel[1] = approach_s32(m->angleVel[1], 0, 0x40, 0x40);
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}
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m->faceAngle[1] += m->angleVel[1];
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m->faceAngle[2] = -m->angleVel[1] * 8;
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}
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static void update_swimming_pitch(struct MarioState *m) {
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s16 targetPitch = -(s16)(252.0f * m->controller->stickY);
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s16 pitchVel;
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if (m->faceAngle[0] < 0) {
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pitchVel = 0x100;
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} else {
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pitchVel = 0x200;
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}
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if (m->faceAngle[0] < targetPitch) {
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if ((m->faceAngle[0] += pitchVel) > targetPitch) {
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m->faceAngle[0] = targetPitch;
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}
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} else if (m->faceAngle[0] > targetPitch) {
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if ((m->faceAngle[0] -= pitchVel) < targetPitch) {
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m->faceAngle[0] = targetPitch;
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}
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}
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}
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static void common_idle_step(struct MarioState *m, s32 animation, s32 arg) {
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s16 *val = &m->marioBodyState->headAngle[0];
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update_swimming_yaw(m);
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update_swimming_pitch(m);
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update_swimming_speed(m, MIN_SWIM_SPEED);
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perform_water_step(m);
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func_80270504(m);
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if (m->faceAngle[0] > 0) {
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*val = approach_s32(*val, m->faceAngle[0] / 2, 0x80, 0x200);
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} else {
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*val = approach_s32(*val, 0, 0x200, 0x200);
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}
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if (arg == 0) {
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set_mario_animation(m, animation);
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} else {
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set_mario_anim_with_accel(m, animation, arg);
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}
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set_swimming_at_surface_particles(m, PARTICLE_7);
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}
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static s32 act_water_idle(struct MarioState *m) {
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u32 val = 0x10000;
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if (m->flags & MARIO_METAL_CAP) {
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return set_mario_action(m, ACT_METAL_WATER_FALLING, 1);
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}
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if (m->input & INPUT_B_PRESSED) {
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return set_mario_action(m, ACT_WATER_PUNCH, 0);
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}
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if (m->input & INPUT_A_PRESSED) {
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return set_mario_action(m, ACT_BREASTSTROKE, 0);
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}
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if (m->faceAngle[0] < -0x1000) {
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val = 0x30000;
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}
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common_idle_step(m, MARIO_ANIM_WATER_IDLE, val);
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return FALSE;
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}
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static s32 act_hold_water_idle(struct MarioState *m) {
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if (m->flags & MARIO_METAL_CAP) {
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return set_mario_action(m, ACT_HOLD_METAL_WATER_FALLING, 0);
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}
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if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
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return drop_and_set_mario_action(m, ACT_WATER_IDLE, 0);
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}
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if (m->input & INPUT_B_PRESSED) {
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return set_mario_action(m, ACT_WATER_THROW, 0);
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}
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if (m->input & INPUT_A_PRESSED) {
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return set_mario_action(m, ACT_HOLD_BREASTSTROKE, 0);
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}
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common_idle_step(m, MARIO_ANIM_WATER_IDLE_WITH_OBJ, 0);
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return FALSE;
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}
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static s32 act_water_action_end(struct MarioState *m) {
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if (m->flags & MARIO_METAL_CAP) {
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return set_mario_action(m, ACT_METAL_WATER_FALLING, 1);
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}
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if (m->input & INPUT_B_PRESSED) {
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return set_mario_action(m, ACT_WATER_PUNCH, 0);
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}
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if (m->input & INPUT_A_PRESSED) {
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return set_mario_action(m, ACT_BREASTSTROKE, 0);
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}
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common_idle_step(m, MARIO_ANIM_WATER_ACTION_END, 0);
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if (is_anim_at_end(m)) {
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set_mario_action(m, ACT_WATER_IDLE, 0);
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}
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return FALSE;
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}
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static s32 act_hold_water_action_end(struct MarioState *m) {
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if (m->flags & MARIO_METAL_CAP) {
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return set_mario_action(m, ACT_HOLD_METAL_WATER_FALLING, 0);
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}
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if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
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return drop_and_set_mario_action(m, ACT_WATER_IDLE, 0);
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}
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if (m->input & INPUT_B_PRESSED) {
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return set_mario_action(m, ACT_WATER_THROW, 0);
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}
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if (m->input & INPUT_A_PRESSED) {
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return set_mario_action(m, ACT_HOLD_BREASTSTROKE, 0);
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}
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common_idle_step(
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m, m->actionArg == 0 ? MARIO_ANIM_WATER_ACTION_END_WITH_OBJ : MARIO_ANIM_STOP_GRAB_OBJ_WATER,
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0);
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if (is_anim_at_end(m)) {
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set_mario_action(m, ACT_HOLD_WATER_IDLE, 0);
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}
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return FALSE;
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}
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static void func_8027107C(struct MarioState *m) {
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D_80339FD0 = 0;
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D_80339FD2 = 0x800;
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D_80339FD4 = m->faceAngle[0] / 256.0f + 20.0f;
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}
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static void func_802710CC(struct MarioState *m) {
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if (D_80339FD2 != 0 && m->pos[1] > m->waterLevel - 85 && m->faceAngle[0] >= 0) {
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if ((D_80339FD0 += D_80339FD2) >= 0) {
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m->marioObj->header.gfx.pos[1] += D_80339FD4 * sins(D_80339FD0);
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return;
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}
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}
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D_80339FD2 = 0;
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}
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static void common_swimming_step(struct MarioState *m, s16 swimStrength) {
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s16 floorPitch;
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UNUSED struct Object *marioObj = m->marioObj;
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update_swimming_yaw(m);
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update_swimming_pitch(m);
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update_swimming_speed(m, swimStrength / 10.0f);
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switch (perform_water_step(m)) {
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case WATER_STEP_HIT_FLOOR:
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floorPitch = -find_floor_slope(m, -0x8000);
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if (m->faceAngle[0] < floorPitch) {
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m->faceAngle[0] = floorPitch;
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}
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break;
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case WATER_STEP_HIT_CEILING:
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if (m->faceAngle[0] > -0x3000) {
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m->faceAngle[0] -= 0x100;
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}
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break;
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case WATER_STEP_HIT_WALL:
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if (m->controller->stickY == 0.0f) {
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if (m->faceAngle[0] > 0.0f) {
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m->faceAngle[0] += 0x200;
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if (m->faceAngle[0] > 0x3F00) {
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m->faceAngle[0] = 0x3F00;
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}
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} else {
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m->faceAngle[0] -= 0x200;
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if (m->faceAngle[0] < -0x3F00) {
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m->faceAngle[0] = -0x3F00;
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}
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}
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}
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break;
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}
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func_80270504(m);
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m->marioBodyState->headAngle[0] = approach_s32(m->marioBodyState->headAngle[0], 0, 0x200, 0x200);
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|
|
func_802710CC(m);
|
|
set_swimming_at_surface_particles(m, PARTICLE_10);
|
|
}
|
|
|
|
static void func_802713A8(struct MarioState *m) {
|
|
s16 animFrame = m->marioObj->header.gfx.unk38.animFrame;
|
|
|
|
// (this need to be on one line to match on PAL)
|
|
if (animFrame == 0 || animFrame == 12) play_sound(SOUND_ACTION_UNKNOWN434, m->marioObj->header.gfx.cameraToObject);
|
|
}
|
|
|
|
static s32 check_water_jump(struct MarioState *m) {
|
|
s32 probe = (s32)(m->pos[1] + 1.5f);
|
|
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
if (probe >= m->waterLevel - 80 && m->faceAngle[0] >= 0 && m->controller->stickY < -60.0f) {
|
|
vec3s_set(m->angleVel, 0, 0, 0);
|
|
|
|
m->vel[1] = 62.0f;
|
|
|
|
if (m->heldObj == NULL) {
|
|
return set_mario_action(m, ACT_WATER_JUMP, 0);
|
|
} else {
|
|
return set_mario_action(m, ACT_HOLD_WATER_JUMP, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_breaststroke(struct MarioState *m) {
|
|
if (m->actionArg == 0) {
|
|
sSwimStrength = MIN_SWIM_STRENGTH;
|
|
}
|
|
|
|
if (m->flags & MARIO_METAL_CAP) {
|
|
return set_mario_action(m, ACT_METAL_WATER_FALLING, 1);
|
|
}
|
|
|
|
if (m->input & INPUT_B_PRESSED) {
|
|
return set_mario_action(m, ACT_WATER_PUNCH, 0);
|
|
}
|
|
|
|
if (++m->actionTimer == 14) {
|
|
return set_mario_action(m, ACT_FLUTTER_KICK, 0);
|
|
}
|
|
|
|
if (check_water_jump(m)) {
|
|
return TRUE;
|
|
}
|
|
|
|
if (m->actionTimer < 6) {
|
|
m->forwardVel += 0.5f;
|
|
}
|
|
|
|
if (m->actionTimer >= 9) {
|
|
m->forwardVel += 1.5f;
|
|
}
|
|
|
|
if (m->actionTimer >= 2) {
|
|
if (m->actionTimer < 6 && (m->input & INPUT_A_PRESSED)) {
|
|
m->actionState = 1;
|
|
}
|
|
|
|
if (m->actionTimer == 9 && m->actionState == 1) {
|
|
set_anim_to_frame(m, 0);
|
|
m->actionState = 0;
|
|
m->actionTimer = 1;
|
|
sSwimStrength = MIN_SWIM_STRENGTH;
|
|
}
|
|
}
|
|
|
|
if (m->actionTimer == 1) {
|
|
play_sound(sSwimStrength == MIN_SWIM_STRENGTH ? SOUND_ACTION_SWIM : SOUND_ACTION_SWIM_FAST,
|
|
m->marioObj->header.gfx.cameraToObject);
|
|
func_8027107C(m);
|
|
}
|
|
|
|
set_mario_animation(m, MARIO_ANIM_SWIM_PART1);
|
|
common_swimming_step(m, sSwimStrength);
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_swimming_end(struct MarioState *m) {
|
|
if (m->flags & MARIO_METAL_CAP) {
|
|
return set_mario_action(m, ACT_METAL_WATER_FALLING, 1);
|
|
}
|
|
|
|
if (m->input & INPUT_B_PRESSED) {
|
|
return set_mario_action(m, ACT_WATER_PUNCH, 0);
|
|
}
|
|
|
|
if (m->actionTimer >= 15) {
|
|
return set_mario_action(m, ACT_WATER_ACTION_END, 0);
|
|
}
|
|
|
|
if (check_water_jump(m)) {
|
|
return TRUE;
|
|
}
|
|
|
|
if ((m->input & INPUT_A_DOWN) && m->actionTimer >= 7) {
|
|
if (m->actionTimer == 7 && sSwimStrength < 280) {
|
|
sSwimStrength += 10;
|
|
}
|
|
return set_mario_action(m, ACT_BREASTSTROKE, 1);
|
|
}
|
|
|
|
if (m->actionTimer >= 7) {
|
|
sSwimStrength = MIN_SWIM_STRENGTH;
|
|
}
|
|
|
|
m->actionTimer++;
|
|
|
|
m->forwardVel -= 0.25f;
|
|
set_mario_animation(m, MARIO_ANIM_SWIM_PART2);
|
|
common_swimming_step(m, sSwimStrength);
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_flutter_kick(struct MarioState *m) {
|
|
if (m->flags & MARIO_METAL_CAP) {
|
|
return set_mario_action(m, ACT_METAL_WATER_FALLING, 1);
|
|
}
|
|
|
|
if (m->input & INPUT_B_PRESSED) {
|
|
return set_mario_action(m, ACT_WATER_PUNCH, 0);
|
|
}
|
|
|
|
if (!(m->input & INPUT_A_DOWN)) {
|
|
if (m->actionTimer == 0 && sSwimStrength < 280) {
|
|
sSwimStrength += 10;
|
|
}
|
|
return set_mario_action(m, ACT_SWIMMING_END, 0);
|
|
}
|
|
|
|
m->forwardVel = approach_f32(m->forwardVel, 12.0f, 0.1f, 0.15f);
|
|
m->actionTimer = 1;
|
|
sSwimStrength = MIN_SWIM_STRENGTH;
|
|
|
|
if (m->forwardVel < 14.0f) {
|
|
func_802713A8(m);
|
|
set_mario_animation(m, MARIO_ANIM_FLUTTERKICK);
|
|
}
|
|
|
|
common_swimming_step(m, sSwimStrength);
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_hold_breaststroke(struct MarioState *m) {
|
|
if (m->flags & MARIO_METAL_CAP) {
|
|
return set_mario_action(m, ACT_HOLD_METAL_WATER_FALLING, 0);
|
|
}
|
|
|
|
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
|
|
return drop_and_set_mario_action(m, ACT_WATER_IDLE, 0);
|
|
}
|
|
|
|
if (++m->actionTimer == 17) {
|
|
return set_mario_action(m, ACT_HOLD_FLUTTER_KICK, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_B_PRESSED) {
|
|
return set_mario_action(m, ACT_WATER_THROW, 0);
|
|
}
|
|
|
|
if (check_water_jump(m)) {
|
|
return TRUE;
|
|
}
|
|
|
|
if (m->actionTimer < 6) {
|
|
m->forwardVel += 0.5f;
|
|
}
|
|
|
|
if (m->actionTimer >= 9) {
|
|
m->forwardVel += 1.5f;
|
|
}
|
|
|
|
if (m->actionTimer >= 2) {
|
|
if (m->actionTimer < 6 && (m->input & INPUT_A_PRESSED)) {
|
|
m->actionState = 1;
|
|
}
|
|
|
|
if (m->actionTimer == 9 && m->actionState == 1) {
|
|
set_anim_to_frame(m, 0);
|
|
m->actionState = 0;
|
|
m->actionTimer = 1;
|
|
}
|
|
}
|
|
|
|
if (m->actionTimer == 1) {
|
|
play_sound(SOUND_ACTION_SWIM, m->marioObj->header.gfx.cameraToObject);
|
|
func_8027107C(m);
|
|
}
|
|
|
|
set_mario_animation(m, MARIO_ANIM_SWIM_WITH_OBJ_PART1);
|
|
common_swimming_step(m, 0x00A0);
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_hold_swimming_end(struct MarioState *m) {
|
|
if (m->flags & MARIO_METAL_CAP) {
|
|
return set_mario_action(m, ACT_HOLD_METAL_WATER_FALLING, 0);
|
|
}
|
|
|
|
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
|
|
return drop_and_set_mario_action(m, ACT_WATER_IDLE, 0);
|
|
}
|
|
|
|
if (m->actionTimer >= 15) {
|
|
return set_mario_action(m, ACT_HOLD_WATER_ACTION_END, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_B_PRESSED) {
|
|
return set_mario_action(m, ACT_WATER_THROW, 0);
|
|
}
|
|
|
|
if (check_water_jump(m)) {
|
|
return TRUE;
|
|
}
|
|
|
|
if ((m->input & INPUT_A_DOWN) && m->actionTimer >= 7) {
|
|
return set_mario_action(m, ACT_HOLD_BREASTSTROKE, 0);
|
|
}
|
|
|
|
m->actionTimer++;
|
|
|
|
m->forwardVel -= 0.25f;
|
|
set_mario_animation(m, MARIO_ANIM_SWIM_WITH_OBJ_PART2);
|
|
common_swimming_step(m, 0x00A0);
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_hold_flutter_kick(struct MarioState *m) {
|
|
if (m->flags & MARIO_METAL_CAP) {
|
|
return set_mario_action(m, ACT_HOLD_METAL_WATER_FALLING, 0);
|
|
}
|
|
|
|
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
|
|
return drop_and_set_mario_action(m, ACT_WATER_IDLE, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_B_PRESSED) {
|
|
return set_mario_action(m, ACT_WATER_THROW, 0);
|
|
}
|
|
|
|
if (!(m->input & INPUT_A_DOWN)) {
|
|
return set_mario_action(m, ACT_HOLD_SWIMMING_END, 0);
|
|
}
|
|
|
|
m->forwardVel = approach_f32(m->forwardVel, 12.0f, 0.1f, 0.15f);
|
|
if (m->forwardVel < 14.0f) {
|
|
func_802713A8(m);
|
|
set_mario_animation(m, MARIO_ANIM_FLUTTERKICK_WITH_OBJ);
|
|
}
|
|
common_swimming_step(m, 0x00A0);
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_water_shell_swimming(struct MarioState *m) {
|
|
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
|
|
return drop_and_set_mario_action(m, ACT_WATER_IDLE, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_B_PRESSED) {
|
|
return set_mario_action(m, ACT_WATER_THROW, 0);
|
|
}
|
|
|
|
if (m->actionTimer++ == 240) {
|
|
m->heldObj->oInteractStatus = INT_STATUS_STOP_RIDING;
|
|
m->heldObj = NULL;
|
|
stop_shell_music();
|
|
set_mario_action(m, ACT_FLUTTER_KICK, 0);
|
|
}
|
|
|
|
m->forwardVel = approach_f32(m->forwardVel, 30.0f, 2.0f, 1.0f);
|
|
|
|
func_802713A8(m);
|
|
set_mario_animation(m, MARIO_ANIM_FLUTTERKICK_WITH_OBJ);
|
|
common_swimming_step(m, 0x012C);
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 check_water_grab(struct MarioState *m) {
|
|
//! Heave hos have the grabbable interaction type but are not normally
|
|
// grabbable. Since water grabbing doesn't check the appropriate input flag,
|
|
// you can use water grab to pick up heave ho.
|
|
if (m->marioObj->collidedObjInteractTypes & INTERACT_GRABBABLE) {
|
|
struct Object *object = mario_get_collided_object(m, INTERACT_GRABBABLE);
|
|
f32 dx = object->oPosX - m->pos[0];
|
|
f32 dz = object->oPosZ - m->pos[2];
|
|
s16 dAngleToObject = atan2s(dz, dx) - m->faceAngle[1];
|
|
|
|
if (dAngleToObject >= -0x2AAA && dAngleToObject <= 0x2AAA) {
|
|
m->usedObj = object;
|
|
mario_grab_used_object(m);
|
|
m->marioBodyState->grabPos = GRAB_POS_LIGHT_OBJ;
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_water_throw(struct MarioState *m) {
|
|
update_swimming_yaw(m);
|
|
update_swimming_pitch(m);
|
|
update_swimming_speed(m, MIN_SWIM_SPEED);
|
|
perform_water_step(m);
|
|
func_80270504(m);
|
|
|
|
set_mario_animation(m, MARIO_ANIM_WATER_THROW_OBJ);
|
|
play_sound_if_no_flag(m, SOUND_ACTION_SWIM, MARIO_ACTION_SOUND_PLAYED);
|
|
|
|
m->marioBodyState->headAngle[0] = approach_s32(m->marioBodyState->headAngle[0], 0, 0x200, 0x200);
|
|
|
|
if (m->actionTimer++ == 5) {
|
|
mario_throw_held_object(m);
|
|
}
|
|
|
|
if (is_anim_at_end(m)) {
|
|
set_mario_action(m, ACT_WATER_IDLE, 0);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_water_punch(struct MarioState *m) {
|
|
if (m->forwardVel < 7.0f) {
|
|
m->forwardVel += 1.0f;
|
|
}
|
|
|
|
update_swimming_yaw(m);
|
|
update_swimming_pitch(m);
|
|
update_swimming_speed(m, MIN_SWIM_SPEED);
|
|
perform_water_step(m);
|
|
func_80270504(m);
|
|
|
|
m->marioBodyState->headAngle[0] = approach_s32(m->marioBodyState->headAngle[0], 0, 0x200, 0x200);
|
|
|
|
play_sound_if_no_flag(m, SOUND_ACTION_SWIM, MARIO_ACTION_SOUND_PLAYED);
|
|
|
|
switch (m->actionState) {
|
|
case 0:
|
|
set_mario_animation(m, MARIO_ANIM_WATER_GRAB_OBJ_PART1);
|
|
if (is_anim_at_end(m)) {
|
|
m->actionState = check_water_grab(m) + 1;
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
set_mario_animation(m, MARIO_ANIM_WATER_GRAB_OBJ_PART2);
|
|
if (is_anim_at_end(m)) {
|
|
set_mario_action(m, ACT_WATER_ACTION_END, 0);
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
set_mario_animation(m, MARIO_ANIM_WATER_PICK_UP_OBJ);
|
|
if (is_anim_at_end(m)) {
|
|
if (m->heldObj->behavior == segmented_to_virtual(bhvKoopaShellUnderwater)) {
|
|
play_shell_music();
|
|
set_mario_action(m, ACT_WATER_SHELL_SWIMMING, 0);
|
|
} else {
|
|
set_mario_action(m, ACT_HOLD_WATER_ACTION_END, 1);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static void common_water_knockback_step(struct MarioState *m, s32 animation, u32 endAction, s32 arg3) {
|
|
stationary_slow_down(m);
|
|
perform_water_step(m);
|
|
set_mario_animation(m, animation);
|
|
|
|
m->marioBodyState->headAngle[0] = 0;
|
|
|
|
if (is_anim_at_end(m)) {
|
|
if (arg3 > 0) {
|
|
m->invincTimer = 30;
|
|
}
|
|
|
|
set_mario_action(m, m->health >= 0x100 ? endAction : ACT_WATER_DEATH, 0);
|
|
}
|
|
}
|
|
|
|
static s32 act_backward_water_kb(struct MarioState *m) {
|
|
common_water_knockback_step(m, MARIO_ANIM_BACKWARDS_WATER_KB, ACT_WATER_IDLE, m->actionArg);
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_forward_water_kb(struct MarioState *m) {
|
|
common_water_knockback_step(m, MARIO_ANIM_WATER_FORWARD_KB, ACT_WATER_IDLE, m->actionArg);
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_water_shocked(struct MarioState *m) {
|
|
play_sound_if_no_flag(m, SOUND_MARIO_WAAAOOOW, MARIO_ACTION_SOUND_PLAYED);
|
|
play_sound(SOUND_MOVING_SHOCKED, m->marioObj->header.gfx.cameraToObject);
|
|
set_camera_shake_from_hit(SHAKE_SHOCK);
|
|
|
|
if (set_mario_animation(m, MARIO_ANIM_SHOCKED) == 0) {
|
|
m->actionTimer++;
|
|
m->flags |= MARIO_METAL_SHOCK;
|
|
}
|
|
|
|
if (m->actionTimer >= 6) {
|
|
m->invincTimer = 30;
|
|
set_mario_action(m, m->health < 0x100 ? ACT_WATER_DEATH : ACT_WATER_IDLE, 0);
|
|
}
|
|
|
|
stationary_slow_down(m);
|
|
perform_water_step(m);
|
|
m->marioBodyState->headAngle[0] = 0;
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_drowning(struct MarioState *m) {
|
|
switch (m->actionState) {
|
|
case 0:
|
|
set_mario_animation(m, MARIO_ANIM_DROWNING_PART1);
|
|
m->marioBodyState->eyeState = MARIO_EYES_HALF_CLOSED;
|
|
if (is_anim_at_end(m)) {
|
|
m->actionState = 1;
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
set_mario_animation(m, MARIO_ANIM_DROWNING_PART2);
|
|
m->marioBodyState->eyeState = MARIO_EYES_DEAD;
|
|
if (m->marioObj->header.gfx.unk38.animFrame == 30) {
|
|
level_trigger_warp(m, WARP_OP_DEATH);
|
|
}
|
|
break;
|
|
}
|
|
|
|
play_sound_if_no_flag(m, SOUND_MARIO_DROWNING, MARIO_ACTION_SOUND_PLAYED);
|
|
stationary_slow_down(m);
|
|
perform_water_step(m);
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_water_death(struct MarioState *m) {
|
|
stationary_slow_down(m);
|
|
perform_water_step(m);
|
|
|
|
m->marioBodyState->eyeState = MARIO_EYES_DEAD;
|
|
|
|
set_mario_animation(m, MARIO_ANIM_WATER_DYING);
|
|
if (set_mario_animation(m, MARIO_ANIM_WATER_DYING) == 35) {
|
|
level_trigger_warp(m, WARP_OP_DEATH);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_water_plunge(struct MarioState *m) {
|
|
u32 stepResult;
|
|
s32 stateFlags = m->heldObj != NULL;
|
|
|
|
f32 endVSpeed;
|
|
if (swimming_near_surface(m)) {
|
|
endVSpeed = 0.0f;
|
|
} else {
|
|
endVSpeed = -5.0f;
|
|
}
|
|
|
|
if (m->flags & MARIO_METAL_CAP) {
|
|
stateFlags |= 4;
|
|
} else if ((m->prevAction & ACT_FLAG_DIVING) || (m->input & INPUT_A_DOWN)) {
|
|
stateFlags |= 2;
|
|
}
|
|
|
|
m->actionTimer++;
|
|
|
|
stationary_slow_down(m);
|
|
|
|
stepResult = perform_water_step(m);
|
|
|
|
if (m->actionState == 0) {
|
|
play_sound(SOUND_ACTION_UNKNOWN430, m->marioObj->header.gfx.cameraToObject);
|
|
if (m->peakHeight - m->pos[1] > 1150.0f) {
|
|
play_sound(SOUND_MARIO_HAHA_2, m->marioObj->header.gfx.cameraToObject);
|
|
}
|
|
|
|
m->particleFlags |= PARTICLE_6;
|
|
m->actionState = 1;
|
|
}
|
|
|
|
if (stepResult == WATER_STEP_HIT_FLOOR || m->vel[1] >= endVSpeed || m->actionTimer > 20) {
|
|
switch (stateFlags) {
|
|
case 0:
|
|
set_mario_action(m, ACT_WATER_ACTION_END, 0);
|
|
break;
|
|
case 1:
|
|
set_mario_action(m, ACT_HOLD_WATER_ACTION_END, 0);
|
|
break;
|
|
case 2:
|
|
set_mario_action(m, ACT_FLUTTER_KICK, 0);
|
|
break;
|
|
case 3:
|
|
set_mario_action(m, ACT_HOLD_FLUTTER_KICK, 0);
|
|
break;
|
|
case 4:
|
|
set_mario_action(m, ACT_METAL_WATER_FALLING, 0);
|
|
break;
|
|
case 5:
|
|
set_mario_action(m, ACT_HOLD_METAL_WATER_FALLING, 0);
|
|
break;
|
|
}
|
|
D_80339FD2 = 0;
|
|
}
|
|
|
|
switch (stateFlags) {
|
|
case 0:
|
|
set_mario_animation(m, MARIO_ANIM_WATER_ACTION_END);
|
|
break;
|
|
case 1:
|
|
set_mario_animation(m, MARIO_ANIM_WATER_ACTION_END_WITH_OBJ);
|
|
break;
|
|
case 2:
|
|
set_mario_animation(m, MARIO_ANIM_FLUTTERKICK);
|
|
break;
|
|
case 3:
|
|
set_mario_animation(m, MARIO_ANIM_FLUTTERKICK_WITH_OBJ);
|
|
break;
|
|
case 4:
|
|
set_mario_animation(m, MARIO_ANIM_GENERAL_FALL);
|
|
break;
|
|
case 5:
|
|
set_mario_animation(m, MARIO_ANIM_FALL_WITH_LIGHT_OBJ);
|
|
break;
|
|
}
|
|
|
|
m->particleFlags |= PARTICLE_9;
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_caught_in_whirlpool(struct MarioState *m) {
|
|
f32 sinAngleChange;
|
|
f32 cosAngleChange;
|
|
f32 newDistance;
|
|
s16 angleChange;
|
|
|
|
struct Object *marioObj = m->marioObj;
|
|
struct Object *whirlpool = m->usedObj;
|
|
|
|
f32 dx = m->pos[0] - whirlpool->oPosX;
|
|
f32 dz = m->pos[2] - whirlpool->oPosZ;
|
|
f32 distance = sqrtf(dx * dx + dz * dz);
|
|
|
|
if ((marioObj->oMarioWhirlpoolPosY += m->vel[1]) < 0.0f) {
|
|
marioObj->oMarioWhirlpoolPosY = 0.0f;
|
|
if (distance < 16.1f && m->actionTimer++ == 16) {
|
|
level_trigger_warp(m, WARP_OP_DEATH);
|
|
}
|
|
}
|
|
|
|
if (distance <= 28.0f) {
|
|
newDistance = 16.0f;
|
|
angleChange = 0x1800;
|
|
} else if (distance < 256.0f) {
|
|
newDistance = distance - (12.0f - distance / 32.0f);
|
|
angleChange = (s16)(0x1C00 - distance * 20.0f);
|
|
} else {
|
|
newDistance = distance - 4.0f;
|
|
angleChange = 0x800;
|
|
}
|
|
|
|
m->vel[1] = -640.0f / (newDistance + 16.0f);
|
|
|
|
sinAngleChange = sins(angleChange);
|
|
cosAngleChange = coss(angleChange);
|
|
|
|
if (distance < 1.0f) {
|
|
dx = newDistance * sins(m->faceAngle[1]);
|
|
dz = newDistance * coss(m->faceAngle[1]);
|
|
} else {
|
|
dx *= newDistance / distance;
|
|
dz *= newDistance / distance;
|
|
}
|
|
|
|
m->pos[0] = whirlpool->oPosX + dx * cosAngleChange + dz * sinAngleChange;
|
|
m->pos[2] = whirlpool->oPosZ - dx * sinAngleChange + dz * cosAngleChange;
|
|
m->pos[1] = whirlpool->oPosY + marioObj->oMarioWhirlpoolPosY;
|
|
|
|
m->faceAngle[1] = atan2s(dz, dx) + 0x8000;
|
|
|
|
set_mario_animation(m, MARIO_ANIM_GENERAL_FALL);
|
|
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
|
|
vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static void play_metal_water_jumping_sound(struct MarioState *m, u32 landing) {
|
|
if (!(m->flags & MARIO_ACTION_SOUND_PLAYED)) {
|
|
m->particleFlags |= PARTICLE_16;
|
|
}
|
|
|
|
play_sound_if_no_flag(m, landing ? SOUND_ACTION_METAL_LAND_WATER : SOUND_ACTION_METAL_JUMP_WATER,
|
|
MARIO_ACTION_SOUND_PLAYED);
|
|
}
|
|
|
|
static void play_metal_water_walking_sound(struct MarioState *m) {
|
|
if (is_anim_past_frame(m, 10) || is_anim_past_frame(m, 49)) {
|
|
play_sound(SOUND_ACTION_METAL_STEP_WATER, m->marioObj->header.gfx.cameraToObject);
|
|
m->particleFlags |= PARTICLE_DUST;
|
|
}
|
|
}
|
|
|
|
static void update_metal_water_walking_speed(struct MarioState *m) {
|
|
f32 val = m->intendedMag / 1.5f;
|
|
|
|
if (m->forwardVel <= 0.0f) {
|
|
m->forwardVel += 1.1f;
|
|
} else if (m->forwardVel <= val) {
|
|
m->forwardVel += 1.1f - m->forwardVel / 43.0f;
|
|
} else if (m->floor->normal.y >= 0.95f) {
|
|
m->forwardVel -= 1.0f;
|
|
}
|
|
|
|
if (m->forwardVel > 32.0f) {
|
|
m->forwardVel = 32.0f;
|
|
}
|
|
|
|
m->faceAngle[1] =
|
|
m->intendedYaw - approach_s32((s16)(m->intendedYaw - m->faceAngle[1]), 0, 0x800, 0x800);
|
|
|
|
m->slideVelX = m->forwardVel * sins(m->faceAngle[1]);
|
|
m->slideVelZ = m->forwardVel * coss(m->faceAngle[1]);
|
|
|
|
m->vel[0] = m->slideVelX;
|
|
m->vel[1] = 0.0f;
|
|
m->vel[2] = m->slideVelZ;
|
|
}
|
|
|
|
static s32 update_metal_water_jump_speed(struct MarioState *m) {
|
|
UNUSED f32 nextY = m->pos[1] + m->vel[1];
|
|
f32 waterSurface = m->waterLevel - 100;
|
|
|
|
if (m->vel[1] > 0.0f && m->pos[1] > waterSurface) {
|
|
return TRUE;
|
|
}
|
|
|
|
if (m->input & INPUT_NONZERO_ANALOG) {
|
|
s16 intendedDYaw = m->intendedYaw - m->faceAngle[1];
|
|
m->forwardVel += 0.8f * coss(intendedDYaw);
|
|
m->faceAngle[1] += 0x200 * sins(intendedDYaw);
|
|
} else {
|
|
m->forwardVel = approach_f32(m->forwardVel, 0.0f, 0.25f, 0.25f);
|
|
}
|
|
|
|
if (m->forwardVel > 16.0f) {
|
|
m->forwardVel -= 1.0f;
|
|
}
|
|
|
|
if (m->forwardVel < 0.0f) {
|
|
m->forwardVel += 2.0f;
|
|
}
|
|
|
|
m->vel[0] = m->slideVelX = m->forwardVel * sins(m->faceAngle[1]);
|
|
m->vel[2] = m->slideVelZ = m->forwardVel * coss(m->faceAngle[1]);
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_metal_water_standing(struct MarioState *m) {
|
|
if (!(m->flags & MARIO_METAL_CAP)) {
|
|
return set_mario_action(m, ACT_WATER_IDLE, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
return set_mario_action(m, ACT_METAL_WATER_JUMP, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_NONZERO_ANALOG) {
|
|
return set_mario_action(m, ACT_METAL_WATER_WALKING, 0);
|
|
}
|
|
|
|
switch (m->actionState) {
|
|
case 0:
|
|
set_mario_animation(m, MARIO_ANIM_IDLE_HEAD_LEFT);
|
|
break;
|
|
case 1:
|
|
set_mario_animation(m, MARIO_ANIM_IDLE_HEAD_RIGHT);
|
|
break;
|
|
case 2:
|
|
set_mario_animation(m, MARIO_ANIM_IDLE_HEAD_CENTER);
|
|
break;
|
|
}
|
|
|
|
if (is_anim_at_end(m) && ++m->actionState == 3) {
|
|
m->actionState = 0;
|
|
}
|
|
|
|
stop_and_set_height_to_floor(m);
|
|
if (m->pos[1] >= m->waterLevel - 150) {
|
|
m->particleFlags |= PARTICLE_7;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_hold_metal_water_standing(struct MarioState *m) {
|
|
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
|
|
return drop_and_set_mario_action(m, ACT_METAL_WATER_STANDING, 0);
|
|
}
|
|
|
|
if (!(m->flags & MARIO_METAL_CAP)) {
|
|
return set_mario_action(m, ACT_HOLD_WATER_IDLE, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
return set_mario_action(m, ACT_HOLD_METAL_WATER_JUMP, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_NONZERO_ANALOG) {
|
|
return set_mario_action(m, ACT_HOLD_METAL_WATER_WALKING, 0);
|
|
}
|
|
|
|
stop_and_set_height_to_floor(m);
|
|
set_mario_animation(m, MARIO_ANIM_IDLE_WITH_LIGHT_OBJ);
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_metal_water_walking(struct MarioState *m) {
|
|
s32 val04;
|
|
|
|
if (!(m->flags & MARIO_METAL_CAP)) {
|
|
return set_mario_action(m, ACT_WATER_IDLE, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_FIRST_PERSON) {
|
|
return set_mario_action(m, ACT_METAL_WATER_STANDING, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
return set_mario_action(m, ACT_METAL_WATER_JUMP, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_UNKNOWN_5) {
|
|
return set_mario_action(m, ACT_METAL_WATER_STANDING, 0);
|
|
}
|
|
|
|
if ((val04 = (s32)(m->forwardVel / 4.0f * 0x10000)) < 0x1000) {
|
|
val04 = 0x1000;
|
|
}
|
|
|
|
set_mario_anim_with_accel(m, MARIO_ANIM_WALKING, val04);
|
|
play_metal_water_walking_sound(m);
|
|
update_metal_water_walking_speed(m);
|
|
|
|
switch (perform_ground_step(m)) {
|
|
case GROUND_STEP_LEFT_GROUND:
|
|
set_mario_action(m, ACT_METAL_WATER_FALLING, 1);
|
|
break;
|
|
|
|
case GROUND_STEP_HIT_WALL:
|
|
m->forwardVel = 0;
|
|
break;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_hold_metal_water_walking(struct MarioState *m) {
|
|
s32 val04;
|
|
|
|
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
|
|
return drop_and_set_mario_action(m, ACT_METAL_WATER_WALKING, 0);
|
|
}
|
|
|
|
if (!(m->flags & MARIO_METAL_CAP)) {
|
|
return set_mario_action(m, ACT_HOLD_WATER_IDLE, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_A_PRESSED) {
|
|
return set_mario_action(m, ACT_HOLD_METAL_WATER_JUMP, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_UNKNOWN_5) {
|
|
return set_mario_action(m, ACT_HOLD_METAL_WATER_STANDING, 0);
|
|
}
|
|
|
|
m->intendedMag *= 0.4f;
|
|
|
|
if ((val04 = (s32)(m->forwardVel / 2.0f * 0x10000)) < 0x1000) {
|
|
val04 = 0x1000;
|
|
}
|
|
|
|
set_mario_anim_with_accel(m, MARIO_ANIM_RUN_WITH_LIGHT_OBJ, val04);
|
|
play_metal_water_walking_sound(m);
|
|
update_metal_water_walking_speed(m);
|
|
|
|
switch (perform_ground_step(m)) {
|
|
case GROUND_STEP_LEFT_GROUND:
|
|
set_mario_action(m, ACT_HOLD_METAL_WATER_FALLING, 1);
|
|
break;
|
|
|
|
case GROUND_STEP_HIT_WALL:
|
|
m->forwardVel = 0.0f;
|
|
break;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_metal_water_jump(struct MarioState *m) {
|
|
if (!(m->flags & MARIO_METAL_CAP)) {
|
|
return set_mario_action(m, ACT_WATER_IDLE, 0);
|
|
}
|
|
|
|
if (update_metal_water_jump_speed(m)) {
|
|
return set_mario_action(m, ACT_WATER_JUMP, 1);
|
|
}
|
|
|
|
play_metal_water_jumping_sound(m, FALSE);
|
|
set_mario_animation(m, MARIO_ANIM_SINGLE_JUMP);
|
|
|
|
switch (perform_air_step(m, 0)) {
|
|
case AIR_STEP_LANDED:
|
|
set_mario_action(m, ACT_METAL_WATER_JUMP_LAND, 0);
|
|
break;
|
|
|
|
case AIR_STEP_HIT_WALL:
|
|
m->forwardVel = 0.0f;
|
|
break;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_hold_metal_water_jump(struct MarioState *m) {
|
|
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
|
|
return drop_and_set_mario_action(m, ACT_METAL_WATER_FALLING, 0);
|
|
}
|
|
|
|
if (!(m->flags & MARIO_METAL_CAP)) {
|
|
return set_mario_action(m, ACT_HOLD_WATER_IDLE, 0);
|
|
}
|
|
|
|
if (update_metal_water_jump_speed(m)) {
|
|
return set_mario_action(m, ACT_HOLD_WATER_JUMP, 1);
|
|
}
|
|
|
|
play_metal_water_jumping_sound(m, FALSE);
|
|
set_mario_animation(m, MARIO_ANIM_JUMP_WITH_LIGHT_OBJ);
|
|
|
|
switch (perform_air_step(m, 0)) {
|
|
case AIR_STEP_LANDED:
|
|
set_mario_action(m, ACT_HOLD_METAL_WATER_JUMP_LAND, 0);
|
|
break;
|
|
|
|
case AIR_STEP_HIT_WALL:
|
|
m->forwardVel = 0.0f;
|
|
break;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_metal_water_falling(struct MarioState *m) {
|
|
if (!(m->flags & MARIO_METAL_CAP)) {
|
|
return set_mario_action(m, ACT_WATER_IDLE, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_NONZERO_ANALOG) {
|
|
m->faceAngle[1] += 0x400 * sins(m->intendedYaw - m->faceAngle[1]);
|
|
}
|
|
|
|
set_mario_animation(m, m->actionArg == 0 ? MARIO_ANIM_GENERAL_FALL : MARIO_ANIM_FALL_FROM_WATER);
|
|
stationary_slow_down(m);
|
|
|
|
if (perform_water_step(m) & WATER_STEP_HIT_FLOOR) { // hit floor or cancelled
|
|
set_mario_action(m, ACT_METAL_WATER_FALL_LAND, 0);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_hold_metal_water_falling(struct MarioState *m) {
|
|
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
|
|
return drop_and_set_mario_action(m, ACT_METAL_WATER_FALLING, 0);
|
|
}
|
|
|
|
if (!(m->flags & MARIO_METAL_CAP)) {
|
|
return set_mario_action(m, ACT_HOLD_WATER_IDLE, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_NONZERO_ANALOG) {
|
|
m->faceAngle[1] += 0x400 * sins(m->intendedYaw - m->faceAngle[1]);
|
|
}
|
|
|
|
set_mario_animation(m, MARIO_ANIM_FALL_WITH_LIGHT_OBJ);
|
|
stationary_slow_down(m);
|
|
|
|
if (perform_water_step(m) & WATER_STEP_HIT_FLOOR) { // hit floor or cancelled
|
|
set_mario_action(m, ACT_HOLD_METAL_WATER_FALL_LAND, 0);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_metal_water_jump_land(struct MarioState *m) {
|
|
play_metal_water_jumping_sound(m, TRUE);
|
|
|
|
if (!(m->flags & MARIO_METAL_CAP)) {
|
|
return set_mario_action(m, ACT_WATER_IDLE, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_NONZERO_ANALOG) {
|
|
return set_mario_action(m, ACT_METAL_WATER_WALKING, 0);
|
|
}
|
|
|
|
stop_and_set_height_to_floor(m);
|
|
set_mario_animation(m, MARIO_ANIM_LAND_FROM_SINGLE_JUMP);
|
|
|
|
if (is_anim_at_end(m)) {
|
|
return set_mario_action(m, ACT_METAL_WATER_STANDING, 0);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_hold_metal_water_jump_land(struct MarioState *m) {
|
|
play_metal_water_jumping_sound(m, TRUE);
|
|
|
|
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
|
|
return drop_and_set_mario_action(m, ACT_METAL_WATER_STANDING, 0);
|
|
}
|
|
|
|
if (!(m->flags & MARIO_METAL_CAP)) {
|
|
return set_mario_action(m, ACT_HOLD_WATER_IDLE, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_NONZERO_ANALOG) {
|
|
return set_mario_action(m, ACT_HOLD_METAL_WATER_WALKING, 0);
|
|
}
|
|
|
|
stop_and_set_height_to_floor(m);
|
|
set_mario_animation(m, MARIO_ANIM_JUMP_LAND_WITH_LIGHT_OBJ);
|
|
|
|
if (is_anim_at_end(m)) {
|
|
return set_mario_action(m, ACT_HOLD_METAL_WATER_STANDING, 0);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_metal_water_fall_land(struct MarioState *m) {
|
|
play_metal_water_jumping_sound(m, TRUE);
|
|
|
|
if (!(m->flags & MARIO_METAL_CAP)) {
|
|
return set_mario_action(m, ACT_WATER_IDLE, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_NONZERO_ANALOG) {
|
|
return set_mario_action(m, ACT_METAL_WATER_WALKING, 0);
|
|
}
|
|
|
|
stop_and_set_height_to_floor(m);
|
|
set_mario_animation(m, MARIO_ANIM_GENERAL_LAND);
|
|
|
|
if (is_anim_at_end(m)) {
|
|
return set_mario_action(m, ACT_METAL_WATER_STANDING, 0);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 act_hold_metal_water_fall_land(struct MarioState *m) {
|
|
play_metal_water_jumping_sound(m, TRUE);
|
|
|
|
if (m->marioObj->oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) {
|
|
return drop_and_set_mario_action(m, ACT_METAL_WATER_STANDING, 0);
|
|
}
|
|
|
|
if (!(m->flags & MARIO_METAL_CAP)) {
|
|
return set_mario_action(m, ACT_HOLD_WATER_IDLE, 0);
|
|
}
|
|
|
|
if (m->input & INPUT_NONZERO_ANALOG) {
|
|
return set_mario_action(m, ACT_HOLD_METAL_WATER_WALKING, 0);
|
|
}
|
|
|
|
stop_and_set_height_to_floor(m);
|
|
set_mario_animation(m, MARIO_ANIM_FALL_LAND_WITH_LIGHT_OBJ);
|
|
|
|
if (is_anim_at_end(m)) {
|
|
return set_mario_action(m, ACT_HOLD_METAL_WATER_STANDING, 0);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static s32 check_common_submerged_cancels(struct MarioState *m) {
|
|
if (m->pos[1] > m->waterLevel - 80) {
|
|
if (m->waterLevel - 80 > m->floorHeight) {
|
|
m->pos[1] = m->waterLevel - 80;
|
|
} else {
|
|
//! If you press B to throw the shell, there is a ~5 frame window
|
|
// where your held object is the shell, but you are not in the
|
|
// water shell swimming action. This allows you to hold the water
|
|
// shell on land (used for cloning in DDD).
|
|
if (m->action == ACT_WATER_SHELL_SWIMMING && m->heldObj != NULL) {
|
|
m->heldObj->oInteractStatus = INT_STATUS_STOP_RIDING;
|
|
m->heldObj = NULL;
|
|
stop_shell_music();
|
|
}
|
|
|
|
return transition_submerged_to_walking(m);
|
|
}
|
|
}
|
|
|
|
if (m->health < 0x100 && !(m->action & (ACT_FLAG_INTANGIBLE | ACT_FLAG_INVULNERABLE))) {
|
|
set_mario_action(m, ACT_DROWNING, 0);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
s32 mario_execute_submerged_action(struct MarioState *m) {
|
|
s32 cancel;
|
|
|
|
if (check_common_submerged_cancels(m)) {
|
|
return TRUE;
|
|
}
|
|
|
|
m->quicksandDepth = 0.0f;
|
|
|
|
m->marioBodyState->headAngle[1] = 0;
|
|
m->marioBodyState->headAngle[2] = 0;
|
|
|
|
/* clang-format off */
|
|
switch (m->action) {
|
|
case ACT_WATER_IDLE: cancel = act_water_idle(m); break;
|
|
case ACT_HOLD_WATER_IDLE: cancel = act_hold_water_idle(m); break;
|
|
case ACT_WATER_ACTION_END: cancel = act_water_action_end(m); break;
|
|
case ACT_HOLD_WATER_ACTION_END: cancel = act_hold_water_action_end(m); break;
|
|
case ACT_DROWNING: cancel = act_drowning(m); break;
|
|
case ACT_BACKWARD_WATER_KB: cancel = act_backward_water_kb(m); break;
|
|
case ACT_FORWARD_WATER_KB: cancel = act_forward_water_kb(m); break;
|
|
case ACT_WATER_DEATH: cancel = act_water_death(m); break;
|
|
case ACT_WATER_SHOCKED: cancel = act_water_shocked(m); break;
|
|
case ACT_BREASTSTROKE: cancel = act_breaststroke(m); break;
|
|
case ACT_SWIMMING_END: cancel = act_swimming_end(m); break;
|
|
case ACT_FLUTTER_KICK: cancel = act_flutter_kick(m); break;
|
|
case ACT_HOLD_BREASTSTROKE: cancel = act_hold_breaststroke(m); break;
|
|
case ACT_HOLD_SWIMMING_END: cancel = act_hold_swimming_end(m); break;
|
|
case ACT_HOLD_FLUTTER_KICK: cancel = act_hold_flutter_kick(m); break;
|
|
case ACT_WATER_SHELL_SWIMMING: cancel = act_water_shell_swimming(m); break;
|
|
case ACT_WATER_THROW: cancel = act_water_throw(m); break;
|
|
case ACT_WATER_PUNCH: cancel = act_water_punch(m); break;
|
|
case ACT_WATER_PLUNGE: cancel = act_water_plunge(m); break;
|
|
case ACT_CAUGHT_IN_WHIRLPOOL: cancel = act_caught_in_whirlpool(m); break;
|
|
case ACT_METAL_WATER_STANDING: cancel = act_metal_water_standing(m); break;
|
|
case ACT_METAL_WATER_WALKING: cancel = act_metal_water_walking(m); break;
|
|
case ACT_METAL_WATER_FALLING: cancel = act_metal_water_falling(m); break;
|
|
case ACT_METAL_WATER_FALL_LAND: cancel = act_metal_water_fall_land(m); break;
|
|
case ACT_METAL_WATER_JUMP: cancel = act_metal_water_jump(m); break;
|
|
case ACT_METAL_WATER_JUMP_LAND: cancel = act_metal_water_jump_land(m); break;
|
|
case ACT_HOLD_METAL_WATER_STANDING: cancel = act_hold_metal_water_standing(m); break;
|
|
case ACT_HOLD_METAL_WATER_WALKING: cancel = act_hold_metal_water_walking(m); break;
|
|
case ACT_HOLD_METAL_WATER_FALLING: cancel = act_hold_metal_water_falling(m); break;
|
|
case ACT_HOLD_METAL_WATER_FALL_LAND: cancel = act_hold_metal_water_fall_land(m); break;
|
|
case ACT_HOLD_METAL_WATER_JUMP: cancel = act_hold_metal_water_jump(m); break;
|
|
case ACT_HOLD_METAL_WATER_JUMP_LAND: cancel = act_hold_metal_water_jump_land(m); break;
|
|
}
|
|
/* clang-format on */
|
|
|
|
return cancel;
|
|
}
|