759 lines
19 KiB
Lua
759 lines
19 KiB
Lua
--!strict
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local Core = script.Parent
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if Core:GetAttribute("HotLoading") then
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task.wait(3)
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end
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for i, desc in script:GetDescendants() do
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if desc:IsA("BaseScript") then
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desc.Enabled = true
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end
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end
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local Players = game:GetService("Players")
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local RunService = game:GetService("RunService")
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local StarterGui = game:GetService("StarterGui")
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local TweenService = game:GetService("TweenService")
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local UserInputService = game:GetService("UserInputService")
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local ContextActionService = game:GetService("ContextActionService")
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local Shared = require(Core.Shared)
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local Sounds = Shared.Sounds
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local Enums = require(script.Enums)
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local Mario = require(script.Mario)
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local Types = require(script.Types)
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local Util = require(script.Util)
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local Action = Enums.Action
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local Buttons = Enums.Buttons
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local MarioFlags = Enums.MarioFlags
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local ParticleFlags = Enums.ParticleFlags
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type InputType = Enum.UserInputType | Enum.KeyCode
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type Controller = Types.Controller
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type Mario = Mario.Class
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local player: Player = assert(Players.LocalPlayer)
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local mario: Mario = Mario.new()
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local STEP_RATE = 30
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local NULL_TEXT = `<font color="#FF0000">NULL</font>`
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local FLIP = CFrame.Angles(0, math.pi, 0)
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local debugStats = Instance.new("BoolValue")
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debugStats.Name = "DebugStats"
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debugStats.Archivable = false
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debugStats.Parent = game
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local PARTICLE_CLASSES = {
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Fire = true,
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Smoke = true,
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Sparkles = true,
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ParticleEmitter = true,
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}
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local AUTO_STATS = {
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"Position",
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"Velocity",
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"AnimFrame",
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"FaceAngle",
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"ActionState",
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"ActionTimer",
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"ActionArg",
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"ForwardVel",
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"SlideVelX",
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"SlideVelZ",
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"CeilHeight",
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"FloorHeight",
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"WaterLevel",
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}
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local ControlModule: {
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GetMoveVector: (self: any) -> Vector3,
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}
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while not ControlModule do
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local inst = player:FindFirstChild("ControlModule", true)
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if inst then
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ControlModule = (require :: any)(inst)
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end
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task.wait(0.1)
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------
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-- Input Driver
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-------------------------------------------------------------------------------------------------------------------------------------------------
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-- NOTE: I had to replace the default BindAction via KeyCode and UserInputType
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-- BindAction forces some mappings (such as R2 mapping to MouseButton1) which you
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-- can't turn off otherwise.
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local BUTTON_FEED = {}
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local BUTTON_BINDS = {}
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local function toStrictNumber(str: string): number
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local result = tonumber(str)
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return assert(result, "Invalid number!")
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end
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local function processAction(id: string, state: Enum.UserInputState, input: InputObject)
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if id == "MarioDebug" and Core:GetAttribute("DebugToggle") then
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if state == Enum.UserInputState.Begin then
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local character = player.Character
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if character then
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local isDebug = not character:GetAttribute("Debug")
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character:SetAttribute("Debug", isDebug)
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end
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end
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else
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local button = toStrictNumber(id:sub(5))
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BUTTON_FEED[button] = state
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end
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end
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local function processInput(input: InputObject, gameProcessedEvent: boolean)
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if gameProcessedEvent then
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return
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end
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if BUTTON_BINDS[input.UserInputType] ~= nil then
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processAction(BUTTON_BINDS[input.UserInputType], input.UserInputState, input)
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end
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if BUTTON_BINDS[input.KeyCode] ~= nil then
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processAction(BUTTON_BINDS[input.KeyCode], input.UserInputState, input)
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end
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end
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UserInputService.InputBegan:Connect(processInput)
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UserInputService.InputChanged:Connect(processInput)
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UserInputService.InputEnded:Connect(processInput)
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local function bindInput(button: number, label: string, ...: InputType)
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local id = "BTN_" .. button
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if UserInputService.TouchEnabled then
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ContextActionService:BindAction(id, processAction, true)
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ContextActionService:SetTitle(id, label)
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end
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for i, input in { ... } do
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BUTTON_BINDS[input] = id
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end
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end
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local function updateCollisions()
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for i, player in Players:GetPlayers() do
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-- stylua: ignore
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local character = player.Character
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local rootPart = character and character.PrimaryPart
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if rootPart then
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local parts = rootPart:GetConnectedParts(true)
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for i, part in parts do
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if part:IsA("BasePart") then
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part.CanCollide = false
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end
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end
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end
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end
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end
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local function updateController(controller: Controller, humanoid: Humanoid?)
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if not humanoid then
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return
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end
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local moveDir = ControlModule:GetMoveVector()
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local pos = Vector2.new(moveDir.X, -moveDir.Z)
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local mag = 0
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if pos.Magnitude > 0 then
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if pos.Magnitude > 1 then
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pos = pos.Unit
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end
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mag = pos.Magnitude
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end
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controller.StickMag = mag * 64
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controller.StickX = pos.X * 64
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controller.StickY = pos.Y * 64
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humanoid:ChangeState(Enum.HumanoidStateType.Physics)
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controller.ButtonPressed:Clear()
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if humanoid.Jump then
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BUTTON_FEED[Buttons.A_BUTTON] = Enum.UserInputState.Begin
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elseif controller.ButtonDown:Has(Buttons.A_BUTTON) then
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BUTTON_FEED[Buttons.A_BUTTON] = Enum.UserInputState.End
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end
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local lastButtonValue = controller.ButtonDown()
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for button, state in pairs(BUTTON_FEED) do
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if state == Enum.UserInputState.Begin then
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controller.ButtonDown:Add(button)
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elseif state == Enum.UserInputState.End then
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controller.ButtonDown:Remove(button)
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end
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end
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table.clear(BUTTON_FEED)
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local buttonValue = controller.ButtonDown()
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controller.ButtonPressed:Set(buttonValue)
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controller.ButtonPressed:Band(bit32.bxor(buttonValue, lastButtonValue))
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local character = humanoid.Parent
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if (character and character:GetAttribute("TAS")) or Core:GetAttribute("ToolAssistedInput") then
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if not mario.Action:Has(Enums.ActionFlags.SWIMMING) then
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if controller.ButtonDown:Has(Buttons.A_BUTTON) then
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controller.ButtonPressed:Set(Buttons.A_BUTTON)
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end
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end
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end
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end
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ContextActionService:BindAction("MarioDebug", processAction, false, Enum.KeyCode.P)
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bindInput(Buttons.B_BUTTON, "B", Enum.UserInputType.MouseButton1, Enum.KeyCode.ButtonX)
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bindInput(
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Buttons.Z_TRIG,
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"Z",
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Enum.KeyCode.LeftShift,
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Enum.KeyCode.RightShift,
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Enum.KeyCode.ButtonL2,
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Enum.KeyCode.ButtonR2
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)
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-------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Network Dispatch
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-------------------------------------------------------------------------------------------------------------------------------------------------------------
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local Commands = {}
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local soundDecay = {}
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local lazyNetwork = ReplicatedStorage:WaitForChild("LazyNetwork")
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assert(lazyNetwork:IsA("RemoteEvent"), "bad lazyNetwork!")
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local function stepDecay(sound: Sound)
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local decay = soundDecay[sound]
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if decay then
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task.cancel(decay)
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end
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soundDecay[sound] = task.delay(0.1, function()
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sound:Stop()
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sound:Destroy()
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soundDecay[sound] = nil
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end)
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sound.Playing = true
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end
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function Commands.PlaySound(player: Player, name: string)
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local sound: Sound? = Sounds[name]
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local character = player.Character
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local rootPart = character and character.PrimaryPart
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if rootPart and sound then
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local oldSound: Instance? = rootPart:FindFirstChild(name)
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local canPlay = true
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if oldSound and oldSound:IsA("Sound") then
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canPlay = false
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if name:sub(1, 6) == "MOVING" or sound:GetAttribute("Decay") then
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-- Keep decaying audio alive.
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stepDecay(oldSound)
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elseif name:sub(1, 5) == "MARIO" then
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-- Restart mario sound if a 30hz interval passed.
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local now = os.clock()
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local lastPlay = oldSound:GetAttribute("LastPlay") or 0
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if now - lastPlay >= 2 / STEP_RATE then
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oldSound.TimePosition = 0
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oldSound:SetAttribute("LastPlay", now)
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end
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else
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-- Allow stacking.
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canPlay = true
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end
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end
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if canPlay then
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local newSound: Sound = sound:Clone()
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newSound.Parent = rootPart
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newSound:Play()
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if name:find("MOVING") then
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-- Audio will decay if PlaySound isn't continuously called.
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stepDecay(newSound)
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end
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newSound.Ended:Connect(function()
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newSound:Destroy()
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end)
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newSound:SetAttribute("LastPlay", os.clock())
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end
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end
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end
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function Commands.SetParticle(player: Player, name: string, set: boolean)
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local character = player.Character
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local rootPart = character and character.PrimaryPart
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if rootPart then
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local particles = rootPart:FindFirstChild("Particles")
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local inst = particles and particles:FindFirstChild(name, true)
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if inst and PARTICLE_CLASSES[inst.ClassName] then
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local particle = inst :: ParticleEmitter
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local emit = particle:GetAttribute("Emit")
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if typeof(emit) == "number" then
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particle:Emit(emit)
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elseif set ~= nil then
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particle.Enabled = set
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end
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else
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warn("particle not found:", name)
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end
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end
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end
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function Commands.SetTorsoAngle(player: Player, angle: Vector3int16)
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local character = player.Character
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local waist = character and character:FindFirstChild("Waist", true)
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if waist and waist:IsA("Motor6D") then
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local props = { C1 = Util.ToRotation(-angle) + waist.C1.Position }
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local tween = TweenService:Create(waist, TweenInfo.new(0.1), props)
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tween:Play()
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end
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end
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function Commands.SetHeadAngle(player: Player, angle: Vector3int16)
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local character = player.Character
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local neck = character and character:FindFirstChild("Neck", true)
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if neck and neck:IsA("Motor6D") then
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local props = { C1 = Util.ToRotation(-angle) + neck.C1.Position }
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local tween = TweenService:Create(neck, TweenInfo.new(0.1), props)
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tween:Play()
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end
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end
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function Commands.SetCamera(player: Player, cf: CFrame?)
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local camera = workspace.CurrentCamera
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if cf ~= nil then
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camera.CameraType = Enum.CameraType.Scriptable
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camera.CFrame = cf
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else
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camera.CameraType = Enum.CameraType.Custom
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end
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end
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local function processCommand(player: Player, cmd: string, ...: any)
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local command = Commands[cmd]
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if command then
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task.spawn(command, player, ...)
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else
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warn("Unknown Command:", cmd, ...)
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end
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end
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local function networkDispatch(cmd: string, ...: any)
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lazyNetwork:FireServer(cmd, ...)
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processCommand(player, cmd, ...)
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end
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local function onNetworkReceive(target: Player, cmd: string, ...: any)
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if target ~= player then
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processCommand(target, cmd, ...)
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end
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end
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lazyNetwork.OnClientEvent:Connect(onNetworkReceive)
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-------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Mario Driver
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-------------------------------------------------------------------------------------------------------------------------------------------------------------
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local lastUpdate = os.clock()
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local lastHeadAngle: Vector3int16?
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local lastTorsoAngle: Vector3int16?
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local activeScale = 1
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local subframe = 0 -- 30hz subframe
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local emptyId = ""
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local goalCF: CFrame
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local prevCF: CFrame
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local activeTrack: AnimationTrack?
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local reset = Instance.new("BindableEvent")
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reset.Archivable = false
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reset.Parent = script
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reset.Name = "Reset"
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if RunService:IsStudio() then
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local dummySequence = Instance.new("KeyframeSequence")
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local provider = game:GetService("KeyframeSequenceProvider")
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emptyId = provider:RegisterKeyframeSequence(dummySequence)
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end
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while not player.Character do
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player.CharacterAdded:Wait()
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end
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local character = assert(player.Character)
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local pivot = character:GetPivot()
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mario.Position = Util.ToSM64(pivot.Position)
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goalCF = pivot
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prevCF = pivot
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local function setDebugStat(key: string, value: any)
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if typeof(value) == "Vector3" then
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value = string.format("%.3f, %.3f, %.3f", value.X, value.Y, value.Z)
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elseif typeof(value) == "Vector3int16" then
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value = string.format("%i, %i, %i", value.X, value.Y, value.Z)
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elseif type(value) == "number" then
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value = string.format("%.3f", value)
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end
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debugStats:SetAttribute(key, value)
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end
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local function onReset()
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local roblox = Vector3.yAxis * 100
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local sm64 = Util.ToSM64(roblox)
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local char = player.Character
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if char then
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local reset = char:FindFirstChild("Reset")
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local cf = CFrame.new(roblox)
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char:PivotTo(cf)
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goalCF = cf
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prevCF = cf
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if reset and reset:IsA("RemoteEvent") then
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reset:FireServer()
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end
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end
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mario.SlideVelX = 0
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mario.SlideVelZ = 0
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mario.ForwardVel = 0
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mario.IntendedYaw = 0
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mario.Position = sm64
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mario.Velocity = Vector3.zero
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mario.FaceAngle = Vector3int16.new()
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mario:SetAction(Action.SPAWN_SPIN_AIRBORNE)
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end
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local function getWaterLevel(pos: Vector3)
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local terrain = workspace.Terrain
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local voxelPos = terrain:WorldToCellPreferSolid(pos)
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local voxelRegion = Region3.new(voxelPos * 4, (voxelPos + Vector3.one + (Vector3.yAxis * 3)) * 4)
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voxelRegion = voxelRegion:ExpandToGrid(4)
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local materials, occupancies = terrain:ReadVoxels(voxelRegion, 4)
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local size: Vector3 = occupancies.Size
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local waterLevel = -11000
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for y = 1, size.Y do
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local occupancy = occupancies[1][y][1]
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local material = materials[1][y][1]
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if occupancy >= 0.9 and material == Enum.Material.Water then
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local top = ((voxelPos.Y * 4) + (4 * y + 2))
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waterLevel = math.max(waterLevel, top / Util.Scale)
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end
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end
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return waterLevel
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end
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local function update()
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local character = player.Character
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if not character then
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return
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end
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local now = os.clock()
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local gfxRot = CFrame.identity
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local scale = character:GetScale()
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if scale ~= activeScale then
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local marioPos = Util.ToRoblox(mario.Position)
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Util.Scale = scale / 20 -- HACK! Should this be instanced?
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mario.Position = Util.ToSM64(marioPos)
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activeScale = scale
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end
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-- Disabled for now because this causes parallel universes to break.
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-- TODO: Find a better way to do two-way syncing between these values.
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-- local pos = character:GetPivot().Position
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-- local dist = (Util.ToRoblox(mario.Position) - pos).Magnitude
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-- if dist > (scale * 20) then
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-- mario.Position = Util.ToSM64(pos)
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-- end
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local humanoid = character:FindFirstChildOfClass("Humanoid")
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local simSpeed = tonumber(character:GetAttribute("TimeScale") or nil) or 1
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local robloxPos = Util.ToRoblox(mario.Position)
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mario.WaterLevel = getWaterLevel(robloxPos)
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Util.DebugWater(mario.WaterLevel)
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subframe += (now - lastUpdate) * (STEP_RATE * simSpeed)
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lastUpdate = now
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if character:GetAttribute("WingCap") or Core:GetAttribute("WingCap") then
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mario.Flags:Add(MarioFlags.WING_CAP)
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else
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mario.Flags:Remove(MarioFlags.WING_CAP)
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end
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if character:GetAttribute("Metal") then
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mario.Flags:Add(MarioFlags.METAL_CAP)
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else
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mario.Flags:Remove(MarioFlags.METAL_CAP)
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end
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subframe = math.min(subframe, 4) -- Prevent execution runoff
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while subframe >= 1 do
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subframe -= 1
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updateCollisions()
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updateController(mario.Controller, humanoid)
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mario:ExecuteAction()
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local gfxPos = Util.ToRoblox(mario.Position)
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gfxRot = Util.ToRotation(mario.GfxAngle)
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prevCF = goalCF
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goalCF = CFrame.new(gfxPos) * FLIP * gfxRot
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end
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if character and goalCF then
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local cf = character:GetPivot()
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local rootPart = character.PrimaryPart
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local animator = character:FindFirstChildWhichIsA("Animator", true)
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if animator and (mario.AnimDirty or mario.AnimReset) and mario.AnimFrame >= 0 then
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local anim = mario.AnimCurrent
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local animSpeed = 0.1 / simSpeed
|
|
|
|
if activeTrack and (activeTrack.Animation ~= anim or mario.AnimReset) then
|
|
if tostring(activeTrack.Animation) == "TURNING_PART1" then
|
|
if anim and anim.Name == "TURNING_PART2" then
|
|
mario.AnimSkipInterp = 2
|
|
animSpeed *= 2
|
|
end
|
|
end
|
|
|
|
activeTrack:Stop(animSpeed)
|
|
activeTrack = nil
|
|
end
|
|
|
|
if not activeTrack and anim then
|
|
if anim.AnimationId == "" then
|
|
if RunService:IsStudio() then
|
|
warn("!! FIXME: Empty AnimationId for", anim.Name, "will break in live games!")
|
|
end
|
|
|
|
anim.AnimationId = emptyId
|
|
end
|
|
|
|
local track = animator:LoadAnimation(anim)
|
|
track:Play(animSpeed, 1, 0)
|
|
activeTrack = track
|
|
end
|
|
|
|
if activeTrack then
|
|
local speed = mario.AnimAccel / 0x10000
|
|
|
|
if speed > 0 then
|
|
activeTrack:AdjustSpeed(speed * simSpeed)
|
|
else
|
|
activeTrack:AdjustSpeed(simSpeed)
|
|
end
|
|
end
|
|
|
|
mario.AnimDirty = false
|
|
mario.AnimReset = false
|
|
end
|
|
|
|
if activeTrack and mario.AnimSetFrame > -1 then
|
|
activeTrack.TimePosition = mario.AnimSetFrame / STEP_RATE
|
|
mario.AnimSetFrame = -1
|
|
end
|
|
|
|
if rootPart then
|
|
local particles = rootPart:FindFirstChild("Particles")
|
|
local alignPos = rootPart:FindFirstChildOfClass("AlignPosition")
|
|
local alignCF = rootPart:FindFirstChildOfClass("AlignOrientation")
|
|
|
|
local actionId = mario.Action()
|
|
local throw = mario.ThrowMatrix
|
|
|
|
if throw then
|
|
local throwPos = Util.ToRoblox(throw.Position)
|
|
goalCF = throw.Rotation * FLIP + throwPos
|
|
end
|
|
|
|
if alignCF then
|
|
local nextCF = prevCF:Lerp(goalCF, subframe)
|
|
|
|
-- stylua: ignore
|
|
cf = if mario.AnimSkipInterp > 0
|
|
then cf.Rotation + nextCF.Position
|
|
else nextCF
|
|
|
|
alignCF.CFrame = cf.Rotation
|
|
end
|
|
|
|
local isDebug = character:GetAttribute("Debug")
|
|
local limits = character:GetAttribute("EmulateLimits")
|
|
|
|
script.Util:SetAttribute("Debug", isDebug)
|
|
debugStats.Value = isDebug
|
|
|
|
if limits ~= nil then
|
|
Core:SetAttribute("TruncateBounds", limits)
|
|
end
|
|
|
|
if isDebug then
|
|
local animName = activeTrack and tostring(activeTrack.Animation)
|
|
setDebugStat("Animation", animName)
|
|
|
|
local actionName = Enums.GetName(Action, actionId)
|
|
setDebugStat("Action", actionName)
|
|
|
|
local wall = mario.Wall
|
|
setDebugStat("Wall", wall and wall.Instance.Name or NULL_TEXT)
|
|
|
|
local floor = mario.Floor
|
|
setDebugStat("Floor", floor and floor.Instance.Name or NULL_TEXT)
|
|
|
|
local ceil = mario.Ceil
|
|
setDebugStat("Ceiling", ceil and ceil.Instance.Name or NULL_TEXT)
|
|
end
|
|
|
|
for _, name in AUTO_STATS do
|
|
local value = rawget(mario :: any, name)
|
|
setDebugStat(name, value)
|
|
end
|
|
|
|
if alignPos then
|
|
alignPos.Position = cf.Position
|
|
end
|
|
|
|
local bodyState = mario.BodyState
|
|
local headAngle = bodyState.HeadAngle
|
|
local torsoAngle = bodyState.TorsoAngle
|
|
|
|
if actionId ~= Action.BUTT_SLIDE and actionId ~= Action.WALKING then
|
|
bodyState.TorsoAngle *= 0
|
|
end
|
|
|
|
if torsoAngle ~= lastTorsoAngle then
|
|
networkDispatch("SetTorsoAngle", torsoAngle)
|
|
lastTorsoAngle = torsoAngle
|
|
end
|
|
|
|
if headAngle ~= lastHeadAngle then
|
|
networkDispatch("SetHeadAngle", headAngle)
|
|
lastHeadAngle = headAngle
|
|
end
|
|
|
|
if particles then
|
|
for name, flag in pairs(ParticleFlags) do
|
|
local inst = particles:FindFirstChild(name, true)
|
|
|
|
if inst and PARTICLE_CLASSES[inst.ClassName] then
|
|
local particle = inst :: ParticleEmitter
|
|
local emit = particle:GetAttribute("Emit")
|
|
local hasFlag = mario.ParticleFlags:Has(flag)
|
|
|
|
if hasFlag then
|
|
print("SetParticle", name)
|
|
end
|
|
|
|
if emit then
|
|
if hasFlag then
|
|
networkDispatch("SetParticle", name)
|
|
end
|
|
elseif particle.Enabled ~= hasFlag then
|
|
networkDispatch("SetParticle", name, hasFlag)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
for name: string, sound: Sound in pairs(Sounds) do
|
|
local looped = false
|
|
|
|
if sound:IsA("Sound") then
|
|
if sound.TimeLength == 0 then
|
|
continue
|
|
end
|
|
|
|
looped = sound.Looped
|
|
end
|
|
|
|
if sound:GetAttribute("Play") then
|
|
networkDispatch("PlaySound", sound.Name)
|
|
|
|
if not looped then
|
|
sound:SetAttribute("Play", false)
|
|
end
|
|
elseif looped then
|
|
sound:Stop()
|
|
end
|
|
end
|
|
|
|
character:PivotTo(cf)
|
|
end
|
|
end
|
|
end
|
|
|
|
reset.Event:Connect(onReset)
|
|
RunService.Heartbeat:Connect(update)
|
|
|
|
while task.wait(1) do
|
|
local success = pcall(function()
|
|
return StarterGui:SetCore("ResetButtonCallback", reset)
|
|
end)
|
|
|
|
if success then
|
|
break
|
|
end
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------
|