* PvP Rework
This rearranges the damages of last PR. The underused attacks should still see some buffs.
* Adjust how punches apply invincibility
Also increase punch invincibility timer to 12
* EmeraldLoc's easy suggestions
* Rework punching pvp
Punching no longer reduces invincibility frames. Instead, punches can ignore knockback invincibility and the full punch punch kick combo can be done.
* Adjust numbers
Breakdances should not deal 3 damage
* Potential fix for more common tripping
"Trip" here refers to 1 damage kicks
* Add temporary invincibility to rollouts
This is a test to see how different pvp feels with this change. Suggestion by sausrelics.
* Fix invincibility
* Prevent low damage/low knockback kicks altogether
* Update ignored attack list
* Allow dives to be attacked by most actions
A lot of people don't want dives to be entirely invincible and some suggested to make dives be able to only pierce through jump kicks
* Slightly nerf kick knockback
Suggestion by emily
* Rework dive piercing
Instead of all actions being able to hit dives other than jumpkicks, now only slidekicks (and ground pounds) can hit dives.
* Mild kick knockback increase from nerf
* Change direct equality to checking flag
* Decrease dive and punch knockback
* Prevent trades against dives with slidekicks
* Revert "Prevent trades against dives with slidekicks"
This reverts commit 2a2c3266a7.
* Allow ground pounds to always hit a sliding player
* Add server setting to change pvp
* Add pvp settings to config
* Add selection to menu
* Fix issues + autogen
* Rewrite goto statement to not use goto
* Unhardcode exclamation boxes
Part 1 of creating custom exclamation boxes
* Add `set_exclamation_box` and `get_exclamation_box`
Part 2 of creating custom exclamation boxes
* Exclamation box docs
Part 3 of creating exclamation boxes, although this was entirely optional
* Safety check
* Add a warning
* Remake component check
* Update warnings
* Check for subtables not being tables
* Reduce exclamation box size
This matches how many contents could exist in vanilla due to its hardcoded id 99 check. This check allows me to reasonably assume that no romhacks have more than 99 custom contents. Other mods that may use this function really shouldn't need more than 99 contents either.
Three new functions have been added, to be able to change the respective mod menu elements' values:
- update_mod_menu_element_checkbox
- update_mod_menu_element_slider
- update_mod_menu_element_inputbox
* interpolate all fovs
* perfected the fov equation
just the facts
* create fov coefficient function
use it to scale units along with fov
* add get_current_fov
returns the current fov
* Update math_util.c and math_util.h to move toward inlining functions instead of macros for autodoc. Expose some misc functions useful to lua
* Fix formatting
* Fix math_util.c formatting
* Fix formatting for smlua_math_utils.c
* Fix formatting smlua_functions.c
* Fix type redundancy in _Generic macros
* Add checks for including the highly optimized builtin compiler functions for GCC/Clang
* Add compiler checking for absx() to add in the highly optimized GCC/Clang builtins
* Fix repeated use of float built-ins for non floating point numbers
* Fix grammar mistake
* Fix functions to use camelCase as requested.
* Fixed the use of a custom sqrt approximation as modern procs have a built in FSQRT instruction that is faster.
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Co-authored-by: js <js@cartbara.columbus.rr.com>
Sometimes, the player can ground pound a pole before even landing or punch/kick an enemy at high speeds which will kill the enemy but not give bounce back to the player. This fixes those, although there are definitely mod incompatibilities.
* Make dives knockback based on speed
Suggestion from issue #349
* Add `get_local_coopnet_id`
Suggestion from issue #264
* Readd breakdancing as an attack
Suggestion not only from me but also from a few players I talked with. However this was not a suggestion that came from issues.
* Change around pvp damage
Suggestion from issue #343 and some changes from talking with the creator of the suggestion
* Change `get_local_coopnet_id`
The function can now take in any local id and has been renamed to just `get_coopnet_id`
* Suggested fixes
- Only inited `smlua_audio_utils` if needed, since there will probably be plenty of people who play without ever using mods with custom audio.
- Fixed the pause anywhere setting - this ended up not being fully accurate to ex-coop, which it was originally intended to be.
- Stopped regenerating dynos collision bin on start up every time therefore giving a slight start up speed boost for some people.
- Added a config file setting that lets people choose to compress dynos bins on startup (disabled by default).
- Fixed a warning that shows on non macs during compiling.
- Properly fixed the chat box focus.
- Made the public lobby rules panel "temporary".
- Added a cleaner loading screen design.
- Added an ex-coop theme easter egg, can only be activated from the config file.
- Cleaned up the Lua traceback logging, now shows the folder and file the error occurred in, rather than the full path.
- Added a way to set `gCheckingSurfaceCollisionsForCamera`, so mods can specify to surface finding functions to ignore `SURFACE_FLAG_NO_CAM_COLLISION` internally.
- Rewrote the way smlua pushes CObjects/CPointers to Lua. Now using the C Lua API entirely to connect to Lua.
- Fixed a use-after-free bug that could easily crash the game through Lua (explained further in one of my comments below).
- Fixed a common crash in `audio_sanity_check`.
* make Lua calls to interaction functions call interaction hooks
* Revert "make Lua calls to interaction functions call interaction hooks"
This reverts commit 14c597cd340cb19acd72f7e4327f6f078bf09f1d.
* thanks peachy for a far better solution
* don't let mods lie about what interaction it is
Adding this for collision minimap, but I'm sure it'd be useful for many other mods that deal with collision in this kind of way
exposes a function, obj_get_surface_from_index. pass in an object, and the index of the surface you want. numSurfaces is also added to know when to stop iterating through surfaces
Thanks to peachy for coming up with the better method of doing this
Co-authored-by: PeachyPeach <72323920+PeachyPeachSM64@users.noreply.github.com>
* Add a menu where mods can put their options at
* Document mod menu hook functions
* Add HOOK_ON_LANGUAGE_CHANGED
* Add new Cheats mod
* Make player menu disable singleplayer pause
* fix some git merge conflicts that weren't resolved (#55)
and added -latomic to build flags to fix compile warnings while compiling miniaudio
* Remove legacy 'deluxe' field from built-in mods
* Lots of improvements to memory safety
* Abbreviated hex color parsing
Co-Authored-By: Mechstreme <84944335+mechstreme@users.noreply.github.com>
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Co-authored-by: Isaac0-dev <62234577+Isaac0-dev@users.noreply.github.com>
Co-authored-by: Mechstreme <84944335+mechstreme@users.noreply.github.com>
This removes the old animation system which would create 16 copies of the animation table, so this should use less memory. Made m->animation->targetAnim always be a pointer to the actual animation in gMarioAnims, so mods can grab the pointer and reuse it.
added get_mario_vanilla_animation to Lua, which lets a mod get any of mario's built in animations from its index.
- fixed a bug where remote players would show mario's head repeatedly twitching up and down while reading automatic dialog
- fixed a bug where remote mario's would sometimes not update while unlocking a star door, resulting in the previous animation playing during that action
- fixed a bug where players exiting a warp door could get stuck for a few extra frames due to other players opening that same door.
- added dialogId to MarioState, which is synced for remote players the dialog id that player has active. this can be used by Lua mods - don't access the local player's dialog id because that isn't updated as that is unnecessary
exposed set_menu_mode, create_dialog_box, create_dialog_box_with_response, create_dialog_box_with_var, create_dialog_inverted_box, reset_dialog_render_state
added and exposed get_dialog_response
HOOK_ON_DIALOG can now take an extra return value as a string, which will be used instead of what ever was going to be in the textbox.
Renamed the function interact_unknown_08 to interact_spiny_walking
and added the constant INTERACT_SPINY_WALKING, which has the same value of INTERACT_UNKNOWN_08
INTERACT_UNKNOWN_08 is kept for compatibility with smlua, and behavior dynos bins
* Proof of concept for loading rom assets at runtime
* Added skybox textures
* Adjusted format
* Load all texture assets from rom
* Adjusted rom asset loading
* Load all Vtx lists from rom
* clean up toad, wario and his cap conflicts
* Load sound samples from rom
* fix toad sounds
* Loaded sequences from rom
* Load collisions from rom
* Object animations are now loaded from the rom
* Load player animations from rom
* Load goddard anims from rom
* whoops
* fix some compile errors
* drag and drop rom checker, everything works now.
* fix errors due to merge conflicts
* fix compile errors on windows, switch to md5
* fix vertex colors during load
Co-Authored-By: Agent X <44549182+agent-11@users.noreply.github.com>
* Load dialogs from rom
* Loaded course/act names from rom
* Loaded ingame text from rom
* rerun autogen & blacklist smlua_text_utils_init
* fix ttc_seg7_vertex_0700B238 colors
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Co-authored-by: MysterD <myster@d>
Co-authored-by: Agent X <44549182+agent-11@users.noreply.github.com>