Remove spawn offsets, a relic of a time where all players were in the same level

This commit is contained in:
MysterD 2022-05-08 17:40:47 -07:00
parent a0700f8e02
commit a694bcea20
1 changed files with 0 additions and 22 deletions

View File

@ -2159,28 +2159,6 @@ void init_single_mario(struct MarioState* m) {
m->marioObj->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE;
}
// offset spawning
u8 connectedPlayers = network_player_connected_count();
u8 globalIndex = gNetworkPlayers[m->playerIndex].globalIndex;
u16 spawnAngle = m->faceAngle[1] + 0x4000 + 0x10000 * ((f32)globalIndex / ((f32)connectedPlayers + 1));
f32 spawnMag = 60.0f * ((connectedPlayers + 1) / 2.0f);
if (spawnMag > 120) { spawnMag = 120; }
// figure out if we should apply offset
u8 nearbyPlayers = 1;
for (s32 i = 1; i < MAX_PLAYERS; i++) {
struct NetworkPlayer *np = &gNetworkPlayers[i];
if (!np->connected) { continue; }
if (np->currCourseNum == gCurrCourseNum && np->currLevelNum == gCurrLevelNum && np->currActNum == gCurrActStarNum && np->currAreaIndex == gCurrAreaIndex) {
nearbyPlayers++;
}
}
if (nearbyPlayers > 1) {
m->pos[0] -= spawnMag * sins(spawnAngle);
m->pos[2] -= spawnMag * coss(spawnAngle);
}
m->floorHeight = find_floor(m->pos[0], m->pos[1], m->pos[2], &m->floor);
if (m->pos[1] < m->floorHeight) {