Prevent rendering mirror players - fix crash in mirror room
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2917b16276
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8200b17560
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@ -759,7 +759,7 @@ Gfx* geo_render_mirror_mario(s32 callContext, struct GraphNode* node, UNUSED Mat
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geo_remove_child_from_parent(node, &gMirrorMario[i].node);
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break;
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case GEO_CONTEXT_RENDER:
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if (mario->header.gfx.pos[0] > 1700.0f) {
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if (mario && (((struct GraphNode*)&mario->header.gfx)->flags & GRAPH_RENDER_ACTIVE)) {
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// TODO: Is this a geo layout copy or a graph node copy?
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gMirrorMario[i].sharedChild = mario->header.gfx.sharedChild;
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dynos_actor_override((void*)&gMirrorMario[i].sharedChild);
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@ -774,7 +774,9 @@ Gfx* geo_render_mirror_mario(s32 callContext, struct GraphNode* node, UNUSED Mat
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gMirrorMario[i].pos[0] = mirroredX + MIRROR_X;
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gMirrorMario[i].angle[1] = -gMirrorMario[i].angle[1];
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gMirrorMario[i].scale[0] *= -1.0f;
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gMirrorMario[i].node.flags |= GRAPH_RENDER_ACTIVE;
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// TODO: enabling rendering can cause the game to crash when two players are in the mirror room
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//gMirrorMario[i].node.flags |= GRAPH_RENDER_ACTIVE;
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gMirrorMario[i].node.flags &= ~GRAPH_RENDER_ACTIVE;
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} else {
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gMirrorMario[i].node.flags &= ~GRAPH_RENDER_ACTIVE;
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}
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