Fix NPC dialog setting to idle and restore Yoshi somewhat
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bdb8f11eab
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@ -225,20 +225,14 @@ void bhv_yoshi_loop(void) {
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}
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if (sYoshiTalkingState > 2) {
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if (gHudDisplay.lives >= 100) {
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if (gHudDisplay.lives >= 100 && !gMarioStates[0].specialTripleJump) {
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gMarioStates[0].specialTripleJump = true;
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sYoshiTalkingState = 3;
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set_mario_action(&gMarioStates[0], ACT_IDLE, 0);
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} else if ((gGlobalTimer & 0x03) == 0) {
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play_sound(SOUND_MENU_YOSHI_GAIN_LIVES, gGlobalSoundSource);
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gMarioStates[0].numLives++;
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}
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}
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if (gMarioStates[0].action == ACT_WAITING_FOR_DIALOG) {
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if (gMarioStates[0].interactObj == o) {
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set_mario_action(&gMarioStates[0], ACT_IDLE, 0);
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o->oInteractStatus = 0;
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}
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}
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curr_obj_random_blink(&o->oYoshiBlinkTimer);
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}
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@ -394,16 +394,16 @@ s32 set_mario_npc_dialog(struct MarioState* m, s32 actionArg, u8 (*inContinueDia
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s32 dialogState = 0;
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if (m->playerIndex == 0) {
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if (actionArg == 0 || inContinueDialogFunction == NULL) {
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localDialogNPCBehavior = NULL;
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gContinueDialogFunction = NULL;
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gContinueDialogFunctionObject = NULL;
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} else {
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gContinueDialogFunction = inContinueDialogFunction;
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gContinueDialogFunctionObject = gCurrentObject;
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}
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}
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// if (m->playerIndex == 0) {
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// if (actionArg == 0 || inContinueDialogFunction == NULL) {
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// localDialogNPCBehavior = NULL;
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// gContinueDialogFunction = NULL;
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// gContinueDialogFunctionObject = NULL;
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// } else {
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// gContinueDialogFunction = inContinueDialogFunction;
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// gContinueDialogFunctionObject = gCurrentObject;
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// }
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// }
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// in dialog
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if (m->action == ACT_READING_NPC_DIALOG) {
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