Implement Rumble
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@@ -22,6 +22,7 @@
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#include "../include/mario_animation_ids.h"
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#include "../include/object_fields.h"
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#include "../include/mario_geo_switch_case_ids.h"
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#include "../../rumble.h"
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#define MIN_SWIM_SPEED 16.0f
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@@ -989,9 +990,10 @@ static s32 act_water_throw(struct MarioState *m)
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if (m->actionTimer++ == 5)
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{
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mario_throw_held_object(m);
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#ifdef VERSION_SH
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// #ifdef VERSION_SH
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queue_rumble_data(3, 50);
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#endif
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// #endif
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}
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if (is_anim_at_end(m))
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@@ -1194,12 +1196,12 @@ static s32 act_water_plunge(struct MarioState *m)
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m->particleFlags |= PARTICLE_WATER_SPLASH;
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m->actionState = 1;
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#ifdef VERSION_SH
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// #ifdef VERSION_SH
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if (m->prevAction & ACT_FLAG_AIR)
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{
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queue_rumble_data(5, 80);
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}
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#endif
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// #endif
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}
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if (stepResult == WATER_STEP_HIT_FLOOR || m->vel[1] >= endVSpeed || m->actionTimer > 20)
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@@ -1316,9 +1318,9 @@ static s32 act_caught_in_whirlpool(struct MarioState *m)
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set_mario_animation(m, MARIO_ANIM_GENERAL_FALL);
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vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
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vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0);
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#ifdef VERSION_SH
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// #ifdef VERSION_SH
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reset_rumble_timers();
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#endif
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// #endif
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return FALSE;
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}
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