Prevented glitchy remote movement when moving through warp doors
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0f6fa70523
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@ -84,7 +84,7 @@ void bhv_spawned_star_loop(void) {
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if (o->oTimer == 0) {
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if (nearest_mario_state_to_object(o) == &gMarioStates[0]) {
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cutscene_object(CUTSCENE_STAR_SPAWN, o);
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gMarioStates[0].freeze = 200;
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gMarioStates[0].freeze = 60;
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}
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//set_time_stop_flags(TIME_STOP_ENABLED | TIME_STOP_MARIO_AND_DOORS);
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//o->activeFlags |= ACTIVE_FLAG_INITIATED_TIME_STOP;
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@ -47,7 +47,7 @@ void bhv_star_spawn_init(void) {
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cutscene_object(CUTSCENE_STAR_SPAWN, o);
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else
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cutscene_object(CUTSCENE_RED_COIN_STAR_SPAWN, o);
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gMarioStates[0].freeze = 200;
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gMarioStates[0].freeze = 60;
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}
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//set_time_stop_flags(TIME_STOP_ENABLED | TIME_STOP_MARIO_AND_DOORS);
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@ -1072,12 +1072,14 @@ s32 act_warp_door_spawn(struct MarioState *m) {
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}
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}
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} else if (m->usedObj == NULL || (m->usedObj->oAction == 0 || m->usedObj->oAction == 100)) {
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if (m->playerIndex == 0) {
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if (gShouldNotPlayCastleMusic == TRUE && gCurrLevelNum == LEVEL_CASTLE) {
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set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG, DIALOG_021);
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} else {
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set_mario_action(m, ACT_IDLE, 0);
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}
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}
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}
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set_mario_animation(m, MARIO_ANIM_FIRST_PERSON);
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stop_and_set_height_to_floor(m);
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return FALSE;
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