Fix strange behavior when being caught in a whirlpool while an instant warp occurs
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@ -7,7 +7,7 @@
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#ifdef DEBUG
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#ifdef DEBUG
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static u8 warpToLevel = LEVEL_LLL;
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static u8 warpToLevel = LEVEL_DDD;
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#define SCANCODE_0 0x0B
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#define SCANCODE_0 0x0B
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#define SCANCODE_1 0x02
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#define SCANCODE_1 0x02
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@ -5,6 +5,7 @@
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#include "game/level_update.h"
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#include "game/level_update.h"
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#include "game/area.h"
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#include "game/area.h"
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#include "game/ingame_menu.h"
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#include "game/ingame_menu.h"
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#include "game/mario.h"
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#define DISABLE_MODULE_LOG
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#define DISABLE_MODULE_LOG
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#include "pc/debuglog.h"
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#include "pc/debuglog.h"
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@ -81,6 +82,7 @@ void network_receive_instant_warp(struct Packet* p) {
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for (int i = 0; i < MAX_PLAYERS; i++) {
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for (int i = 0; i < MAX_PLAYERS; i++) {
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gMarioStates[i].marioObj->oIntangibleTimer = 30;
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gMarioStates[i].marioObj->oIntangibleTimer = 30;
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force_idle_state(&gMarioStates[i]);
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}
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}
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//s16 cameraAngle = gMarioStates[0].area->camera->yaw;
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//s16 cameraAngle = gMarioStates[0].area->camera->yaw;
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