|
1 | | -Code "Allow Boost to Damage Objects" in "Gameplay/Skills" by "Hyper & NM" does "Allows the player to damage enemies and harder physics objects by boosting through them." |
| 1 | +Code "Allow Boost to Damage Objects" in "Gameplay/Skills" by "Hyper, NM & aleprime2007" does "Allows the player to damage enemies and harder physics objects by boosting through them." |
2 | 2 | // |
3 | 3 | #include "BlackboardStatus" noemit |
4 | 4 |
|
5 | 5 | #lib "Player" |
6 | 6 |
|
7 | 7 | using System.Collections.Generic; |
8 | 8 |
|
9 | | - static bool _isBoostPrevious = false; |
| 9 | + static bool _isDamageEnabled = false; |
| 10 | + static bool _isDamageOverride = false; |
10 | 11 |
|
11 | | - static List<Sonic.StateID> _boostStates = new() |
| 12 | + static List<Sonic.StateID> _damageStates = new() |
12 | 13 | { |
13 | | - Sonic.StateID.StateAirBoost, |
14 | | - Sonic.StateID.StateBumpJump, |
15 | | - Sonic.StateID.StateGrind, |
16 | | - Sonic.StateID.StateGrindDamage, |
17 | | - Sonic.StateID.StateGrindJump, |
18 | | - Sonic.StateID.StateGrindRoot, |
19 | | - Sonic.StateID.StateGrindStep, |
20 | 14 | Sonic.StateID.StateJump, |
21 | | - Sonic.StateID.StateLeftStepRun, |
22 | | - Sonic.StateID.StateRightStepRun, |
| 15 | + Sonic.StateID.StateDoubleJump, |
| 16 | + Sonic.StateID.StateSpinAttack, |
| 17 | + Sonic.StateID.StateSpinDash, |
| 18 | + Sonic.StateID.StateSpinBoostCharge, |
| 19 | + Sonic.StateID.StateSpinBoost, |
| 20 | + Sonic.StateID.StateHomingAttack, |
| 21 | + Sonic.StateID.StateStompingDown, |
| 22 | + Sonic.StateID.StateStompingLand, |
| 23 | + Sonic.StateID.StateBounceJump, |
| 24 | + Sonic.StateID.StateDropDash, |
| 25 | + Sonic.StateID.StateSliding |
| 26 | + }; |
| 27 | + |
| 28 | + static List<Sonic.StateID> _overrideStates = new() |
| 29 | + { |
23 | 30 | Sonic.StateID.StateRun, |
24 | | - Sonic.StateID.StateWallMove |
| 31 | + Sonic.StateID.StateAirBoost |
25 | 32 | }; |
26 | 33 | // |
27 | 34 | { |
28 | | - Sonic.StateID _stateId = Player.State.GetCurrentStateID<Sonic.StateID>(); |
29 | | - if (_boostStates.Contains(_stateId) && IS_STATE_FLAG(IsBoost)) |
| 35 | + void SetDamage(bool in_isEnabled) |
| 36 | + { |
| 37 | + var col = in_isEnabled |
| 38 | + ? Player.CollisionType.Damage |
| 39 | + : Player.CollisionType.Default; |
| 40 | + |
| 41 | + Player.Collision.SetCollisionSphere(col, 1.0f); |
| 42 | + Player.Collision.SetEntityCollision(!in_isEnabled); |
| 43 | + _isDamageEnabled = in_isEnabled; |
| 44 | + } |
| 45 | + |
| 46 | + Sonic.StateID stateId = Player.State.GetCurrentStateID<Sonic.StateID>(); |
| 47 | + |
| 48 | + if (IS_STATE_FLAG(IsBoost)) |
30 | 49 | { |
31 | | - if (!_isBoostPrevious) |
| 50 | + if (_overrideStates.Contains(stateId)) |
| 51 | + { |
| 52 | + if (!_isDamageOverride) |
| 53 | + { |
| 54 | + SetDamage(true); |
| 55 | + _isDamageOverride = true; |
| 56 | + } |
| 57 | + } |
| 58 | + else |
32 | 59 | { |
33 | | - Player.Collision.SetCollisionSphere(Player.CollisionType.Damage, 1.0f); |
34 | | - Player.Collision.SetEntityCollision(false); |
35 | | - _isBoostPrevious = true; |
| 60 | + if (!_isDamageEnabled) SetDamage(true); |
| 61 | + _isDamageOverride = false; |
36 | 62 | } |
37 | 63 | } |
38 | | - else if (_isBoostPrevious) |
| 64 | + else |
39 | 65 | { |
40 | | - Player.Collision.SetCollisionSphere(Player.CollisionType.Default, 1.0f); |
41 | | - Player.Collision.SetEntityCollision(true); |
42 | | - _isBoostPrevious = false; |
| 66 | + if (_isDamageEnabled && !_damageStates.Contains(stateId)) SetDamage(false); |
| 67 | + _isDamageOverride = false; |
43 | 68 | } |
44 | 69 | } |
0 commit comments