Prevent bug where Luigi can't jump if Mario is holding something

This commit is contained in:
MysterD 2020-09-29 00:01:18 -07:00
parent 9401a79cdc
commit 4ade00ac78
2 changed files with 2 additions and 2 deletions

View File

@ -7,7 +7,7 @@
#ifdef DEBUG
static u8 warpToLevel = LEVEL_CCM;
static u8 warpToLevel = LEVEL_SSL;
#define SCANCODE_0 0x0B
#define SCANCODE_1 0x02

View File

@ -201,7 +201,7 @@ void network_receive_player(struct Packet* p) {
if (heldSyncID != 0 && gSyncObjects[heldSyncID].o != NULL) {
// TODO: do we have to move graphics nodes around to make this visible?
struct Object* heldObj = gSyncObjects[heldSyncID].o;
if (m->heldObj == heldObj && gNetworkType == NT_CLIENT) { // two-player hack: needs priority
if (gMarioStates[0].heldObj == heldObj && gNetworkType == NT_CLIENT) { // two-player hack: needs priority
mario_drop_held_object(&gMarioStates[0]);
force_idle_state(&gMarioStates[0]);
}