Hide other players in main menu
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1845f8aaaf
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@ -1867,9 +1867,10 @@ s32 execute_mario_action(UNUSED struct Object *o) {
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s32 inLoop = TRUE;
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// hide inactive players
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struct NetworkPlayer* np = &gNetworkPlayers[gMarioState->playerIndex];
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if (gMarioState->playerIndex != 0 && gNetworkPlayerLocal != NULL) {
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if (gMarioState->playerIndex != 0) {
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bool levelAreaMismatch =
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(np->currCourseNum != gNetworkPlayerLocal->currCourseNum
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((gNetworkPlayerLocal == NULL)
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|| np->currCourseNum != gNetworkPlayerLocal->currCourseNum
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|| np->currActNum != gNetworkPlayerLocal->currActNum
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|| np->currLevelNum != gNetworkPlayerLocal->currLevelNum
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|| np->currAreaIndex != gNetworkPlayerLocal->currAreaIndex);
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@ -6,10 +6,10 @@ void packet_process(struct Packet* p) {
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if (p->levelAreaMustMatch) {
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extern s16 gCurrCourseNum, gCurrActStarNum, gCurrLevelNum, gCurrAreaIndex;
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bool levelAreaMismatch =
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(p->courseNum != gCurrCourseNum
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|| p->actNum != gCurrActStarNum
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|| p->levelNum != gCurrLevelNum
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|| p->areaIndex != gCurrAreaIndex);
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(p->courseNum != gCurrCourseNum
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|| p->actNum != gCurrActStarNum
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|| p->levelNum != gCurrLevelNum
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|| p->areaIndex != gCurrAreaIndex);
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// drop packet
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if (levelAreaMismatch) {
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if (gNetworkType != NT_SERVER) {
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