Prevented Yoshi softlock

This commit is contained in:
MysterD 2020-10-05 21:04:00 -07:00
parent 74852faeaf
commit b6d96adbf0
1 changed files with 6 additions and 11 deletions

View File

@ -9,13 +9,6 @@ static u8 bhv_yoshi_ignore_if_true(void) {
return (o->oAction != YOSHI_ACT_IDLE) && (o->oAction != YOSHI_ACT_WALK);
}
static void bhv_yoshi_override_ownership(u8* shouldOverride, u8* shouldOwn) {
if (o->oAction == YOSHI_ACT_TALK) {
*shouldOverride = TRUE;
*shouldOwn = FALSE;
}
}
void bhv_yoshi_init(void) {
o->oGravity = 2.0f;
o->oFriction = 0.9f;
@ -28,7 +21,6 @@ void bhv_yoshi_init(void) {
struct SyncObject* so = network_init_object(o, 4000.0f);
so->ignore_if_true = bhv_yoshi_ignore_if_true;
so->override_ownership = bhv_yoshi_override_ownership;
network_init_object_field(o, &o->oYoshiBlinkTimer);
network_init_object_field(o, &o->oYoshiChosenHome);
network_init_object_field(o, &o->oYoshiTargetYaw);
@ -98,9 +90,12 @@ static u8 yoshi_talk_loop_continue_dialog(void) {
}
void yoshi_talk_loop(void) {
if ((s16) o->oMoveAngleYaw == (s16) o->oAngleToMario) {
struct MarioState* marioState = nearest_mario_state_to_object(o);
struct Object* player = marioState->marioObj;
int angleToPlayer = obj_angle_to_object(o, player);
if ((s16) o->oMoveAngleYaw == (s16)angleToPlayer) {
cur_obj_init_animation(0);
struct MarioState* marioState = nearest_mario_state_to_object(o);
if (marioState->playerIndex == 0 && set_mario_npc_dialog(&gMarioStates[0], 1, yoshi_talk_loop_continue_dialog) == 2) {
//o->activeFlags |= ACTIVE_FLAG_INITIATED_TIME_STOP;
cutscene_object_with_dialog(CUTSCENE_DIALOG, o, DIALOG_161);
@ -117,7 +112,7 @@ void yoshi_talk_loop(void) {
} else {
cur_obj_init_animation(1);
play_puzzle_jingle();
o->oMoveAngleYaw = approach_s16_symmetric(o->oMoveAngleYaw, o->oAngleToMario, 0x500);
o->oMoveAngleYaw = approach_s16_symmetric(o->oMoveAngleYaw, angleToPlayer, 0x500);
}
}