Small changes (#60)
Prevented camera mode from being reset when someone else bubbles + more
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@ -1534,6 +1534,8 @@ void update_mario_inputs(struct MarioState *m) {
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gCurrActStarNum = 0;
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gCurrActNum = 0;
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gChangeLevel = 16;
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m->health = 0x880;
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play_transition(0x09, 0x14, 0x00, 0x00, 0x00);
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}
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if (m->playerIndex == 0) {
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@ -929,7 +929,9 @@ static void bubbled_offset_visual(struct MarioState* m) {
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}
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s32 act_bubbled(struct MarioState* m) {
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set_camera_mode(m->area->camera, CAMERA_MODE_FREE_ROAM, 1);
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if (m->playerIndex == 0) {
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set_camera_mode(m->area->camera, CAMERA_MODE_FREE_ROAM, 1);
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}
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struct MarioState* targetMarioState = nearest_mario_state_to_object(m->marioObj);
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struct Object* target = targetMarioState->marioObj;
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s32 angleToPlayer = obj_angle_to_object(m->marioObj, target);
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@ -600,7 +600,7 @@ s32 act_debug_free_move(struct MarioState *m) {
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u32 action = ACT_IDLE;
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#ifndef DEVELOPMENT
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if (gNetworkType == NT_SERVER && configEnableCheats == 0 && m->action == ACT_DEBUG_FREE_MOVE) {
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if (gNetworkType == NT_SERVER && gServerSettings.enableCheats == 0 && m->action == ACT_DEBUG_FREE_MOVE) {
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if (m->pos[1] <= m->waterLevel - 100) {
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action = ACT_WATER_IDLE;
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} else {
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@ -362,14 +362,10 @@ void network_receive_player(struct Packet* p) {
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}
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#ifndef DEVELOPMENT
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if (gNetworkType == NT_SERVER && configEnableCheats == 0) {
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for (int i = 0; i < MAX_PLAYERS; i++) {
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struct NetworkPlayer* np = &gNetworkPlayers[i];
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struct MarioState* m = &gMarioStates[np->localIndex];
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if (m->action == ACT_DEBUG_FREE_MOVE) {
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network_send_kick(np->localIndex, EKT_CLOSE_CONNECTION);
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network_player_disconnected(np->localIndex);
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}
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if (gNetworkType == NT_SERVER && gServerSettings.enableCheats == 0) {
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if (m->action == ACT_DEBUG_FREE_MOVE) {
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network_send_kick(np->localIndex, EKT_CLOSE_CONNECTION);
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network_player_disconnected(np->localIndex);
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}
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}
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#endif
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