Synchronize Fwoosh
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@ -48,7 +48,9 @@ static void cloud_act_spawn_parts(void) {
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*/
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static void cloud_act_fwoosh_hidden(void) {
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#ifndef NODRAWINGDISTANCE
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if (o->oDistanceToMario < 2000.0f) {
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struct Object* player = nearest_player_to_object(o);
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int distanceToPlayer = dist_between_objects(o, player);
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if (distanceToPlayer < 2000.0f) {
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#endif
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cur_obj_unhide();
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o->oAction = CLOUD_ACT_SPAWN_PARTS;
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@ -62,8 +64,21 @@ static void cloud_act_fwoosh_hidden(void) {
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* long enough, blow wind at him.
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*/
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static void cloud_fwoosh_update(void) {
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if (!network_sync_object_initialized(o)) {
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network_init_object(o, 4000.0f);
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network_init_object_field(o, &o->header.gfx.scale[0]);
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network_init_object_field(o, &o->oCloudCenterX);
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network_init_object_field(o, &o->oCloudCenterY);
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network_init_object_field(o, &o->oCloudBlowing);
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network_init_object_field(o, &o->oCloudGrowSpeed);
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network_init_object_field(o, &o->oCloudFwooshMovementRadius);
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}
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struct Object* player = nearest_player_to_object(o);
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int distanceToPlayer = dist_between_objects(o, player);
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#ifndef NODRAWINGDISTANCE
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if (o->oDistanceToMario > 2500.0f) {
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if (distanceToPlayer > 2500.0f) {
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o->oAction = CLOUD_ACT_UNLOAD;
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} else {
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#endif
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@ -86,7 +101,7 @@ static void cloud_fwoosh_update(void) {
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o->oCloudFwooshMovementRadius += 0xC8;
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// If mario stays nearby for 100 frames, begin blowing
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if (o->oDistanceToMario < 1000.0f) {
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if (distanceToPlayer < 1000.0f) {
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if (o->oTimer > 100) {
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o->oCloudBlowing = TRUE;
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o->oCloudGrowSpeed = 0.14f;
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