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act_vertical_wind.lua
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ACT_CUSTOM_WIND = allocate_mario_action(ACT_FLAG_AIR | ACT_FLAG_ATTACKING)
---@param m MarioState
local function act_vertical_wind(m)
local intendedDYaw = m.intendedYaw - m.faceAngle.y
local intendedMag = m.intendedMag / 32
play_character_sound_if_no_flag(m, CHAR_SOUND_HERE_WE_GO, MARIO_MARIO_SOUND_PLAYED)
if m.actionState == 0 then
set_character_animation(m, CHAR_ANIM_FORWARD_SPINNING_FLIP)
if m.marioObj.header.gfx.animInfo.animFrame == 1 then
play_sound(SOUND_ACTION_SPIN, m.marioObj.header.gfx.cameraToObject)
queue_rumble_data_mario(m, 8, 80)
end
if m.marioObj.header.gfx.animInfo.animFrame >= m.marioObj.header.gfx.animInfo.curAnim.loopEnd - 2 then
m.actionState = 1
end
else
set_character_animation(m, CHAR_ANIM_AIRBORNE_ON_STOMACH)
end
update_air_without_turn(m)
local step = perform_air_step(m, 0)
if step == AIR_STEP_LANDED then
set_mario_action(m, ACT_DIVE_SLIDE, 0)
elseif step == AIR_STEP_HIT_WALL then
mario_set_forward_vel(m, -16.0)
end
m.marioObj.header.gfx.angle.x = 6144.0 * intendedMag * coss(intendedDYaw)
m.marioObj.header.gfx.angle.z = -4096.0 * intendedMag * sins(intendedDYaw)
return 0
end
---@param m MarioState
local function on_set_mario_action(m)
if m.action == ACT_VERTICAL_WIND then
set_mario_action(m, ACT_CUSTOM_WIND, 0)
end
end
hook_event(HOOK_ON_SET_MARIO_ACTION, on_set_mario_action)
hook_mario_action(ACT_CUSTOM_WIND, act_vertical_wind)