Prevented glitchy remote movement when moving through warp doors

This commit is contained in:
MysterD 2020-10-04 17:00:52 -07:00
parent 0f6fa70523
commit b89fccbf51
3 changed files with 8 additions and 6 deletions

View File

@ -84,7 +84,7 @@ void bhv_spawned_star_loop(void) {
if (o->oTimer == 0) {
if (nearest_mario_state_to_object(o) == &gMarioStates[0]) {
cutscene_object(CUTSCENE_STAR_SPAWN, o);
gMarioStates[0].freeze = 200;
gMarioStates[0].freeze = 60;
}
//set_time_stop_flags(TIME_STOP_ENABLED | TIME_STOP_MARIO_AND_DOORS);
//o->activeFlags |= ACTIVE_FLAG_INITIATED_TIME_STOP;

View File

@ -47,7 +47,7 @@ void bhv_star_spawn_init(void) {
cutscene_object(CUTSCENE_STAR_SPAWN, o);
else
cutscene_object(CUTSCENE_RED_COIN_STAR_SPAWN, o);
gMarioStates[0].freeze = 200;
gMarioStates[0].freeze = 60;
}
//set_time_stop_flags(TIME_STOP_ENABLED | TIME_STOP_MARIO_AND_DOORS);

View File

@ -1072,10 +1072,12 @@ s32 act_warp_door_spawn(struct MarioState *m) {
}
}
} else if (m->usedObj == NULL || (m->usedObj->oAction == 0 || m->usedObj->oAction == 100)) {
if (gShouldNotPlayCastleMusic == TRUE && gCurrLevelNum == LEVEL_CASTLE) {
set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG, DIALOG_021);
} else {
set_mario_action(m, ACT_IDLE, 0);
if (m->playerIndex == 0) {
if (gShouldNotPlayCastleMusic == TRUE && gCurrLevelNum == LEVEL_CASTLE) {
set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG, DIALOG_021);
} else {
set_mario_action(m, ACT_IDLE, 0);
}
}
}
set_mario_animation(m, MARIO_ANIM_FIRST_PERSON);