Synchronized castle water drain pillars

This commit is contained in:
MysterD 2020-10-01 23:11:16 -07:00
parent 1bcaed297c
commit 525ef6db17
1 changed files with 12 additions and 0 deletions

View File

@ -7,6 +7,7 @@ void water_level_pillar_undrained(void) {
if (cur_obj_is_mario_ground_pounding_platform()) {
o->oAction++;
spawn_mist_particles();
network_send_object(o);
}
break;
case 1:
@ -57,9 +58,20 @@ void water_level_pillar_drained(void) {
}
}
static u8 bhv_water_level_pillar_ignore_if_true(void) {
return (o->oWaterLevelPillarUnkF8) || (o->oAction != 0);
}
void bhv_water_level_pillar_init(void) {
if (save_file_get_flags() & SAVE_FLAG_MOAT_DRAINED)
o->oWaterLevelPillarUnkF8 = 1;
struct SyncObject* so = network_init_object(o, SYNC_DISTANCE_ONLY_EVENTS);
so->ignore_if_true = bhv_water_level_pillar_ignore_if_true;
network_init_object_field(o, &o->oAction);
network_init_object_field(o, &o->oPrevAction);
network_init_object_field(o, &o->oTimer);
network_init_object_field(o, &o->oWaterLevelPillarUnkF8);
}
void bhv_water_level_pillar_loop(void) {