Prevent bug where Luigi can't jump if Mario is holding something
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@ -7,7 +7,7 @@
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#ifdef DEBUG
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#ifdef DEBUG
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static u8 warpToLevel = LEVEL_CCM;
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static u8 warpToLevel = LEVEL_SSL;
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#define SCANCODE_0 0x0B
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#define SCANCODE_0 0x0B
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#define SCANCODE_1 0x02
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#define SCANCODE_1 0x02
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@ -201,7 +201,7 @@ void network_receive_player(struct Packet* p) {
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if (heldSyncID != 0 && gSyncObjects[heldSyncID].o != NULL) {
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if (heldSyncID != 0 && gSyncObjects[heldSyncID].o != NULL) {
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// TODO: do we have to move graphics nodes around to make this visible?
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// TODO: do we have to move graphics nodes around to make this visible?
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struct Object* heldObj = gSyncObjects[heldSyncID].o;
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struct Object* heldObj = gSyncObjects[heldSyncID].o;
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if (m->heldObj == heldObj && gNetworkType == NT_CLIENT) { // two-player hack: needs priority
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if (gMarioStates[0].heldObj == heldObj && gNetworkType == NT_CLIENT) { // two-player hack: needs priority
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mario_drop_held_object(&gMarioStates[0]);
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mario_drop_held_object(&gMarioStates[0]);
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force_idle_state(&gMarioStates[0]);
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force_idle_state(&gMarioStates[0]);
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}
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}
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