Fix megadives with jump clamping (#7164)

This commit is contained in:
Pepper0ni
2026-09-08 18:13:52 +01:00
committed by GitHub
parent 60dabb21e3
commit f3830ee8ad
2 changed files with 28 additions and 9 deletions
+24 -5
View File
@@ -1,3 +1,4 @@
#include "soh/Enhancements/enhancementTypes.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/ShipInit.hpp"
#include "soh/OTRGlobals.h"
@@ -8,9 +9,12 @@ extern "C" {
#include "macros.h"
#include "variables.h"
extern PlayState* gPlayState;
extern void func_8083DF68(Player* player, f32 arg1, s16 arg2);
extern void func_8083DDC8(Player* player, PlayState* play);
}
#define CVAR_SPEED_MODIFIER_VALUE_NAME CVAR_CHEAT("SpeedModifier.Value")
#define CVAR_SPEED_MODIFIER_JUMP_TOGGLE CVAR_CHEAT("SpeedModifier.DoesntChangeJump")
static f32 GetSpeedModifierFactor(bool inputAvailable) {
f32 value = CVarGetFloat(CVAR_SPEED_MODIFIER_VALUE_NAME, 1.0f);
@@ -47,6 +51,11 @@ static bool ShouldAmplifyJump(Player* player) {
static void RegisterSpeedModifiers() {
bool speedModifierActive = CVarGetFloat(CVAR_SPEED_MODIFIER_VALUE_NAME, 1.0f) != 1.0f;
bool bunnyHoodActive = Ship_GetBunnyHoodMode() != BUNNY_HOOD_VANILLA;
bool jumpsClamped =
Ship_GetBunnyHoodMode() == BUNNY_HOOD_FAST || (CVarGetFloat(CVAR_SPEED_MODIFIER_VALUE_NAME, 1.0f) != 1.0f &&
CVarGetInteger(CVAR_SPEED_MODIFIER_JUMP_TOGGLE, 0) == 1);
static f32 lastRunSpeed = 0.0f;
// Airborne (jump) velocity. z_player clamps linearVelocity to the vanilla run speed limit when this returns true;
// skip that clamp so the amplified running velocity carries into the jump.
@@ -60,10 +69,11 @@ static void RegisterSpeedModifiers() {
// dive-into-water animation never clamped by vanilla, so re-clamp to vanilla run speed limit here unless jump be
// amplified. This keeps dive vanilla-distance (e.g. Gerudo Valley canyon) for bunny hood "fast run" & "Don't affect
// jump distance" option.
COND_VB_SHOULD(VB_PLAYER_LIMIT_DIVE_XZ_SPEED, speedModifierActive || bunnyHoodActive, {
COND_VB_SHOULD(VB_PLAYER_LIMIT_DIVE_XZ_SPEED, jumpsClamped, {
Player* player = va_arg(args, Player*);
if (!ShouldAmplifyJump(player)) {
f32 maxSpeed = R_RUN_SPEED_LIMIT / 100.0f;
if (player->linearVelocity <= lastRunSpeed) {
f32 maxSpeed =
(R_RUN_SPEED_LIMIT / 100.0f) * Ship_GetBunnyHoodJumpFactor(player) * GetSpeedModifierJumpFactor();
player->linearVelocity = CLAMP(player->linearVelocity, -maxSpeed, maxSpeed);
}
});
@@ -72,7 +82,16 @@ static void RegisterSpeedModifiers() {
COND_VB_SHOULD(VB_PLAYER_MODIFY_RUN_SPEED, speedModifierActive || bunnyHoodActive, {
Player* player = va_arg(args, Player*);
f32* speedTarget = va_arg(args, f32*);
s16* yawTarget = va_arg(args, s16*);
*speedTarget *= Ship_GetBunnyHoodRunFactor(player) * GetSpeedModifierFactor(true);
func_8083DF68(player, *speedTarget, *yawTarget);
func_8083DDC8(player, gPlayState);
lastRunSpeed = player->linearVelocity;
*should = false;
});
// Swim speed multiplied in place. Called per speed z_player scales; bunny hood does not apply underwater.
@@ -84,5 +103,5 @@ static void RegisterSpeedModifiers() {
});
}
static RegisterShipInitFunc initFunc(RegisterSpeedModifiers,
{ "IS_RANDO", CVAR_SPEED_MODIFIER_VALUE_NAME, CVAR_BUNNY_HOOD_NAME });
static RegisterShipInitFunc initFunc(RegisterSpeedModifiers, { "IS_RANDO", CVAR_SPEED_MODIFIER_VALUE_NAME,
CVAR_BUNNY_HOOD_NAME, CVAR_SPEED_MODIFIER_JUMP_TOGGLE });
@@ -8870,10 +8870,10 @@ void Player_Action_80842180(Player* this, PlayState* play) {
Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_CURVED, play);
if (!func_8083C484(this, &speedTarget, &yawTarget)) {
GameInteractor_Should(VB_PLAYER_MODIFY_RUN_SPEED, true, this, &speedTarget);
func_8083DF68(this, speedTarget, yawTarget);
func_8083DDC8(this, play);
if (GameInteractor_Should(VB_PLAYER_MODIFY_RUN_SPEED, true, this, &speedTarget, &yawTarget)) {
func_8083DF68(this, speedTarget, yawTarget);
func_8083DDC8(this, play);
};
if ((this->linearVelocity == 0.0f) && (speedTarget == 0.0f)) {
func_8083C0B8(this, play);