Fix deduplication check for spawning stars
Stay in level after star option revealed that the deduplication checking I was doing previously is no longer a valid way to do it. The old way would prevent a second star from spawning.
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@ -54,7 +54,8 @@ u8 gWarpTransBlue = 0;
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s16 gCurrSaveFileNum = 1;
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s16 gCurrLevelNum = LEVEL_MIN;
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u8 gSpawnedStarDefault = 0;
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u32 gSpawnedStarDefault[8] = { 0 };
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u8 gSpawnedStarDefaultCount = 0;
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u8 gSpawnedStarRedCoin = 0;
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u8 gSpawnedStarHidden = 0;
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@ -138,7 +138,8 @@ extern struct Area *gCurrentArea;
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extern s16 gCurrSaveFileNum;
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extern s16 gCurrLevelNum;
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extern u8 gSpawnedStarDefault;
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extern u32 gSpawnedStarDefault[];
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extern u8 gSpawnedStarDefaultCount;
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extern u8 gSpawnedStarRedCoin;
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extern u8 gSpawnedStarHidden;
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@ -127,12 +127,19 @@ struct Object *spawn_star(struct Object *sp30, f32 sp34, f32 sp38, f32 sp3C) {
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struct Object* spawn_default_star(f32 x, f32 y, f32 z) {
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if (sCurrPlayMode != PLAY_MODE_NORMAL && sCurrPlayMode != PLAY_MODE_PAUSED) { return NULL; }
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if (gSpawnedStarDefault) { return NULL; }
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struct Object *star;
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u32 behParams = o->oBehParams;
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// de-duplication checking
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for (int i = 0; i < gSpawnedStarDefaultCount; i++) {
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if (gSpawnedStarDefault[i] == behParams) { return NULL; }
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}
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if (gSpawnedStarDefaultCount < 8) {
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gSpawnedStarDefault[gSpawnedStarDefaultCount++] = behParams;
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}
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struct Object *star;
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star = spawn_star(star, x, y, z);
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star->oBehParams2ndByte = 0;
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gSpawnedStarDefault = TRUE;
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network_send_spawn_star(star, 0, x, y, z, behParams);
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return star;
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}
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@ -1246,7 +1246,10 @@ s32 init_level(void) {
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sTransitionTimer = 0;
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D_80339EE0 = 0;
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gSpawnedStarDefault = 0;
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for (int i = 0; i < 8; i++) {
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gSpawnedStarDefault[i] = 0;
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}
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gSpawnedStarDefaultCount = 0;
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gSpawnedStarRedCoin = 0;
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gSpawnedStarHidden = 0;
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