Fixed how players compare their area numbers
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@ -1869,10 +1869,10 @@ s32 execute_mario_action(UNUSED struct Object *o) {
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struct NetworkPlayer* np = &gNetworkPlayers[gMarioState->playerIndex];
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if (np->type != NPT_LOCAL) {
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bool levelAreaMismatch =
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(np->currCourseNum != gCurrCourseNum
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|| np->currActNum != gCurrActNum
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|| np->currLevelNum != gCurrLevelNum
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|| np->currAreaIndex != gCurrAreaIndex);
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(np->currCourseNum != gNetworkPlayerLocal->currCourseNum
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|| np->currActNum != gNetworkPlayerLocal->currActNum
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|| np->currLevelNum != gNetworkPlayerLocal->currLevelNum
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|| np->currAreaIndex != gNetworkPlayerLocal->currAreaIndex);
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if (!np->connected || levelAreaMismatch) {
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gMarioState->marioObj->header.gfx.node.flags |= GRAPH_RENDER_INVISIBLE;
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@ -519,10 +519,10 @@ u8 is_player_active(struct MarioState* m) {
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if (np->type != NPT_LOCAL) {
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if (!np->connected) { return FALSE; }
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bool levelAreaMismatch =
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(np->currCourseNum != gCurrCourseNum
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|| np->currActNum != gCurrActNum
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|| np->currLevelNum != gCurrLevelNum
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|| np->currAreaIndex != gCurrAreaIndex);
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(np->currCourseNum != gNetworkPlayerLocal->currCourseNum
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|| np->currActNum != gNetworkPlayerLocal->currActNum
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|| np->currLevelNum != gNetworkPlayerLocal->currLevelNum
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|| np->currAreaIndex != gNetworkPlayerLocal->currAreaIndex);
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if (levelAreaMismatch) { return FALSE; }
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}
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return TRUE;
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