Made picking up / dropping objects immediately sync those objects
This commit is contained in:
parent
c56114cfa2
commit
d229a69b83
|
@ -310,9 +310,11 @@ void mario_grab_used_object(struct MarioState *m) {
|
|||
}
|
||||
|
||||
void mario_drop_held_object(struct MarioState *m) {
|
||||
if (m->playerIndex != 0) { return; }
|
||||
|
||||
if (m->heldObj != NULL) {
|
||||
if (m->heldObj->behavior == segmented_to_virtual(bhvKoopaShellUnderwater)) {
|
||||
if (m->playerIndex == 0) { stop_shell_music(); }
|
||||
stop_shell_music();
|
||||
}
|
||||
|
||||
obj_set_held_state(m->heldObj, bhvCarrySomething4);
|
||||
|
@ -326,11 +328,17 @@ void mario_drop_held_object(struct MarioState *m) {
|
|||
|
||||
m->heldObj->oMoveAngleYaw = m->faceAngle[1];
|
||||
|
||||
if (m->heldObj->oSyncID != 0) {
|
||||
network_send_object(m->heldObj);
|
||||
}
|
||||
|
||||
m->heldObj = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void mario_throw_held_object(struct MarioState *m) {
|
||||
if (m->playerIndex != 0) { return; }
|
||||
|
||||
if (m->heldObj != NULL) {
|
||||
if (m->heldObj->behavior == segmented_to_virtual(bhvKoopaShellUnderwater)) {
|
||||
if (m->playerIndex == 0) { stop_shell_music(); }
|
||||
|
@ -344,6 +352,10 @@ void mario_throw_held_object(struct MarioState *m) {
|
|||
|
||||
m->heldObj->oMoveAngleYaw = m->faceAngle[1];
|
||||
|
||||
if (m->heldObj->oSyncID != 0) {
|
||||
network_send_object(m->heldObj);
|
||||
}
|
||||
|
||||
m->heldObj = NULL;
|
||||
}
|
||||
}
|
||||
|
@ -1846,6 +1858,8 @@ u32 interact_cap(struct MarioState *m, UNUSED u32 interactType, struct Object *o
|
|||
u32 interact_grabbable(struct MarioState *m, u32 interactType, struct Object *o) {
|
||||
void *script = virtual_to_segmented(0x13, o->behavior);
|
||||
|
||||
if (m->playerIndex != 0) { return FALSE; }
|
||||
|
||||
if (o->oInteractionSubtype & INT_SUBTYPE_KICKABLE) {
|
||||
u32 interaction = determine_interaction(m, o);
|
||||
if (interaction & (INT_KICK | INT_TRIP)) {
|
||||
|
@ -1857,6 +1871,7 @@ u32 interact_grabbable(struct MarioState *m, u32 interactType, struct Object *o)
|
|||
|
||||
if ((o->oInteractionSubtype & INT_SUBTYPE_GRABS_MARIO)) {
|
||||
if (check_object_grab_mario(m, interactType, o)) {
|
||||
if (o->oSyncID != 0) { network_send_object(o); }
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
|
@ -1865,6 +1880,7 @@ u32 interact_grabbable(struct MarioState *m, u32 interactType, struct Object *o)
|
|||
if (!(o->oInteractionSubtype & INT_SUBTYPE_NOT_GRABBABLE)) {
|
||||
m->interactObj = o;
|
||||
m->input |= INPUT_INTERACT_OBJ_GRABBABLE;
|
||||
if (o->oSyncID != 0) { network_send_object(o); }
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
|
||||
#ifdef DEBUG
|
||||
|
||||
static u8 warpToLevel = LEVEL_BITFS;
|
||||
static u8 warpToLevel = LEVEL_BOB;
|
||||
|
||||
#define SCANCODE_0 0x0B
|
||||
#define SCANCODE_1 0x02
|
||||
|
|
|
@ -395,9 +395,7 @@ void network_receive_object(struct Packet* p) {
|
|||
if (!network_sync_object_initialized(o)) { return; }
|
||||
|
||||
// make sure no one can update an object we're holding
|
||||
if (gNetworkType == NT_SERVER) { // two-player hack: needs priority
|
||||
if (gMarioStates[0].heldObj == o) { return; }
|
||||
}
|
||||
if (gMarioStates[0].heldObj == o) { return; }
|
||||
|
||||
// save old pos for platform displacement
|
||||
Vec3f oldPos = { 0 };
|
||||
|
|
Loading…
Reference in New Issue