Revert "Fix NPC dialog setting to idle and restore Yoshi somewhat"

This reverts commit 6419e53297.
This commit is contained in:
Agent X 2023-12-21 17:26:13 -05:00
parent 31eb6c66c7
commit df5a6a31fe
2 changed files with 18 additions and 12 deletions

View File

@ -225,14 +225,20 @@ void bhv_yoshi_loop(void) {
} }
if (sYoshiTalkingState > 2) { if (sYoshiTalkingState > 2) {
if (gHudDisplay.lives >= 100 && !gMarioStates[0].specialTripleJump) { if (gHudDisplay.lives >= 100) {
gMarioStates[0].specialTripleJump = true; gMarioStates[0].specialTripleJump = true;
sYoshiTalkingState = 3; sYoshiTalkingState = 3;
set_mario_action(&gMarioStates[0], ACT_IDLE, 0);
} else if ((gGlobalTimer & 0x03) == 0) { } else if ((gGlobalTimer & 0x03) == 0) {
play_sound(SOUND_MENU_YOSHI_GAIN_LIVES, gGlobalSoundSource); play_sound(SOUND_MENU_YOSHI_GAIN_LIVES, gGlobalSoundSource);
gMarioStates[0].numLives++; gMarioStates[0].numLives++;
} }
} }
if (gMarioStates[0].action == ACT_WAITING_FOR_DIALOG) {
if (gMarioStates[0].interactObj == o) {
set_mario_action(&gMarioStates[0], ACT_IDLE, 0);
o->oInteractStatus = 0;
}
}
curr_obj_random_blink(&o->oYoshiBlinkTimer); curr_obj_random_blink(&o->oYoshiBlinkTimer);
} }

View File

@ -394,16 +394,16 @@ s32 set_mario_npc_dialog(struct MarioState* m, s32 actionArg, UNUSED u8 (*inCont
s32 dialogState = 0; s32 dialogState = 0;
// if (m->playerIndex == 0) { if (m->playerIndex == 0) {
// if (actionArg == 0 || inContinueDialogFunction == NULL) { if (actionArg == 0 || inContinueDialogFunction == NULL) {
// localDialogNPCBehavior = NULL; localDialogNPCBehavior = NULL;
// gContinueDialogFunction = NULL; gContinueDialogFunction = NULL;
// gContinueDialogFunctionObject = NULL; gContinueDialogFunctionObject = NULL;
// } else { } else {
// gContinueDialogFunction = inContinueDialogFunction; gContinueDialogFunction = inContinueDialogFunction;
// gContinueDialogFunctionObject = gCurrentObject; gContinueDialogFunctionObject = gCurrentObject;
// } }
// } }
// in dialog // in dialog
if (m->action == ACT_READING_NPC_DIALOG) { if (m->action == ACT_READING_NPC_DIALOG) {