Walking: Difference between revisions

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(even worse basic start than slide kick)
 
(neutral joystick)
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|related=
|related=
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When walking<ref>https://github.com/n64decomp/sm64/blob/master/src/game/mario_actions_moving.c#L777</ref>:
When walking<ref>https://github.com/n64decomp/sm64/blob/master/src/game/mario_actions_moving.c#L777</ref>:
# mario_drop_held_object
# mario_drop_held_object
# if should_begin_sliding; [[Begin Sliding]]
# if should_begin_sliding; [[Begin Sliding]]
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## if forwardVel >= 29 and stickMag > 48; yVel=20; [[Dive]]
## if forwardVel >= 29 and stickMag > 48; yVel=20; [[Dive]]
## else; [[Move Punching]]
## else; [[Move Punching]]
# if INPUT_UNKNOWN_5; (same as INPUT_FIRST_PERSON)
# if INPUT_UNKNOWN_5 (aka neutral joystick: https://ukikipedia.net/mediawiki/index.php?title=Turning_Around&oldid=17030); (same code as INPUT_FIRST_PERSON)
# if analog_stick_held_back and forwardVel >= 16; [[Turning Around]]
# if analog_stick_held_back and forwardVel >= 16; [[Turning Around]]
# if INPUT_Z_PRESSED; [[Crouch Slide]]
# if INPUT_Z_PRESSED; [[Crouch Slide]]
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# case GROUND_STEP_LEFT_GROUND; [[Freefall]]
# case GROUND_STEP_LEFT_GROUND; [[Freefall]]
# case GROUND_STEP_HIT_WALL; push_or_sidle_wall
# case GROUND_STEP_HIT_WALL; push_or_sidle_wall
==References==
==References==
<references />
<references />
{{actions}}
{{actions}}

Revision as of 01:10, 11 August 2022

Walking
Properties
Hex todo
Action Flags todo
Action Group Moving
ID todo

When walking[1]:

  1. mario_drop_held_object
  2. if should_begin_sliding; Begin Sliding
  3. if INPUT_FIRST_PERSON:
    1. mario_drop_held_object
    2. if actionState == 1; Standing Against Wall
    3. if forwardVel >= 16 and m->floor->normal.y >= 0.17364818; Braking
    4. else; Decelerating
  4. if INPUT_A_PRESSED; (todo; see ref) [2]
  5. if INPUT_B_PRESSED;
    1. if forwardVel >= 29 and stickMag > 48; yVel=20; Dive
    2. else; Move Punching
  6. if INPUT_UNKNOWN_5 (aka neutral joystick: https://ukikipedia.net/mediawiki/index.php?title=Turning_Around&oldid=17030); (same code as INPUT_FIRST_PERSON)
  7. if analog_stick_held_back and forwardVel >= 16; Turning Around
  8. if INPUT_Z_PRESSED; Crouch Slide
  9. more code
  10. case GROUND_STEP_LEFT_GROUND; Freefall
  11. case GROUND_STEP_HIT_WALL; push_or_sidle_wall

References