Actually fix crash in init_mario_after_warp()
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@ -403,8 +403,8 @@ void set_mario_initial_action(struct MarioState *m, u32 spawnType, u32 actionArg
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void init_mario_after_warp(void) {
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struct ObjectWarpNode *spawnNode = area_get_warp_node(sWarpDest.nodeId);
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if (spawnNode == NULL || spawnNode->object == NULL) { if (gCurrentArea) { spawnNode = &gCurrentArea->warpNodes[0xFA]; } }
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if (spawnNode == NULL || spawnNode->object == NULL) { if (gCurrentArea) { spawnNode = &gCurrentArea->warpNodes[0x00]; } }
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if (spawnNode == NULL || spawnNode->object == NULL) { spawnNode = area_get_warp_node(0xFA); }
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if (spawnNode == NULL || spawnNode->object == NULL) { spawnNode = area_get_warp_node(0x00); }
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if (spawnNode == NULL || spawnNode->object == NULL) { return; }
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u32 marioSpawnType = get_mario_spawn_type(spawnNode->object);
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