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https://github.com/HarbourMasters/Shipwright
synced 2026-09-10 12:45:09 -04:00
Fix megadives with jump clamping (#7164)
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@@ -1,3 +1,4 @@
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#include "soh/Enhancements/enhancementTypes.h"
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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#include "soh/ShipInit.hpp"
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#include "soh/OTRGlobals.h"
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@@ -8,9 +9,12 @@ extern "C" {
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#include "macros.h"
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#include "variables.h"
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extern PlayState* gPlayState;
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extern void func_8083DF68(Player* player, f32 arg1, s16 arg2);
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extern void func_8083DDC8(Player* player, PlayState* play);
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}
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#define CVAR_SPEED_MODIFIER_VALUE_NAME CVAR_CHEAT("SpeedModifier.Value")
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#define CVAR_SPEED_MODIFIER_JUMP_TOGGLE CVAR_CHEAT("SpeedModifier.DoesntChangeJump")
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static f32 GetSpeedModifierFactor(bool inputAvailable) {
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f32 value = CVarGetFloat(CVAR_SPEED_MODIFIER_VALUE_NAME, 1.0f);
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@@ -47,6 +51,11 @@ static bool ShouldAmplifyJump(Player* player) {
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static void RegisterSpeedModifiers() {
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bool speedModifierActive = CVarGetFloat(CVAR_SPEED_MODIFIER_VALUE_NAME, 1.0f) != 1.0f;
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bool bunnyHoodActive = Ship_GetBunnyHoodMode() != BUNNY_HOOD_VANILLA;
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bool jumpsClamped =
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Ship_GetBunnyHoodMode() == BUNNY_HOOD_FAST || (CVarGetFloat(CVAR_SPEED_MODIFIER_VALUE_NAME, 1.0f) != 1.0f &&
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CVarGetInteger(CVAR_SPEED_MODIFIER_JUMP_TOGGLE, 0) == 1);
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static f32 lastRunSpeed = 0.0f;
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// Airborne (jump) velocity. z_player clamps linearVelocity to the vanilla run speed limit when this returns true;
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// skip that clamp so the amplified running velocity carries into the jump.
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@@ -60,10 +69,11 @@ static void RegisterSpeedModifiers() {
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// dive-into-water animation never clamped by vanilla, so re-clamp to vanilla run speed limit here unless jump be
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// amplified. This keeps dive vanilla-distance (e.g. Gerudo Valley canyon) for bunny hood "fast run" & "Don't affect
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// jump distance" option.
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COND_VB_SHOULD(VB_PLAYER_LIMIT_DIVE_XZ_SPEED, speedModifierActive || bunnyHoodActive, {
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COND_VB_SHOULD(VB_PLAYER_LIMIT_DIVE_XZ_SPEED, jumpsClamped, {
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Player* player = va_arg(args, Player*);
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if (!ShouldAmplifyJump(player)) {
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f32 maxSpeed = R_RUN_SPEED_LIMIT / 100.0f;
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if (player->linearVelocity <= lastRunSpeed) {
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f32 maxSpeed =
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(R_RUN_SPEED_LIMIT / 100.0f) * Ship_GetBunnyHoodJumpFactor(player) * GetSpeedModifierJumpFactor();
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player->linearVelocity = CLAMP(player->linearVelocity, -maxSpeed, maxSpeed);
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}
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});
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@@ -72,7 +82,16 @@ static void RegisterSpeedModifiers() {
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COND_VB_SHOULD(VB_PLAYER_MODIFY_RUN_SPEED, speedModifierActive || bunnyHoodActive, {
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Player* player = va_arg(args, Player*);
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f32* speedTarget = va_arg(args, f32*);
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s16* yawTarget = va_arg(args, s16*);
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*speedTarget *= Ship_GetBunnyHoodRunFactor(player) * GetSpeedModifierFactor(true);
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func_8083DF68(player, *speedTarget, *yawTarget);
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func_8083DDC8(player, gPlayState);
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lastRunSpeed = player->linearVelocity;
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*should = false;
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});
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// Swim speed multiplied in place. Called per speed z_player scales; bunny hood does not apply underwater.
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@@ -84,5 +103,5 @@ static void RegisterSpeedModifiers() {
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});
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}
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static RegisterShipInitFunc initFunc(RegisterSpeedModifiers,
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{ "IS_RANDO", CVAR_SPEED_MODIFIER_VALUE_NAME, CVAR_BUNNY_HOOD_NAME });
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static RegisterShipInitFunc initFunc(RegisterSpeedModifiers, { "IS_RANDO", CVAR_SPEED_MODIFIER_VALUE_NAME,
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CVAR_BUNNY_HOOD_NAME, CVAR_SPEED_MODIFIER_JUMP_TOGGLE });
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@@ -8870,10 +8870,10 @@ void Player_Action_80842180(Player* this, PlayState* play) {
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Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, SPEED_MODE_CURVED, play);
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if (!func_8083C484(this, &speedTarget, &yawTarget)) {
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GameInteractor_Should(VB_PLAYER_MODIFY_RUN_SPEED, true, this, &speedTarget);
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func_8083DF68(this, speedTarget, yawTarget);
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func_8083DDC8(this, play);
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if (GameInteractor_Should(VB_PLAYER_MODIFY_RUN_SPEED, true, this, &speedTarget, &yawTarget)) {
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func_8083DF68(this, speedTarget, yawTarget);
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func_8083DDC8(this, play);
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};
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if ((this->linearVelocity == 0.0f) && (speedTarget == 0.0f)) {
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func_8083C0B8(this, play);
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