Fix strange behavior when being caught in a whirlpool while an instant warp occurs

This commit is contained in:
MysterD 2020-10-05 20:20:49 -07:00
parent b831acd59c
commit b63a47f64a
2 changed files with 3 additions and 1 deletions

View File

@ -7,7 +7,7 @@
#ifdef DEBUG #ifdef DEBUG
static u8 warpToLevel = LEVEL_LLL; static u8 warpToLevel = LEVEL_DDD;
#define SCANCODE_0 0x0B #define SCANCODE_0 0x0B
#define SCANCODE_1 0x02 #define SCANCODE_1 0x02

View File

@ -5,6 +5,7 @@
#include "game/level_update.h" #include "game/level_update.h"
#include "game/area.h" #include "game/area.h"
#include "game/ingame_menu.h" #include "game/ingame_menu.h"
#include "game/mario.h"
#define DISABLE_MODULE_LOG #define DISABLE_MODULE_LOG
#include "pc/debuglog.h" #include "pc/debuglog.h"
@ -81,6 +82,7 @@ void network_receive_instant_warp(struct Packet* p) {
for (int i = 0; i < MAX_PLAYERS; i++) { for (int i = 0; i < MAX_PLAYERS; i++) {
gMarioStates[i].marioObj->oIntangibleTimer = 30; gMarioStates[i].marioObj->oIntangibleTimer = 30;
force_idle_state(&gMarioStates[i]);
} }
//s16 cameraAngle = gMarioStates[0].area->camera->yaw; //s16 cameraAngle = gMarioStates[0].area->camera->yaw;