Fixed player-in-cutscene position/animations on late-join
This commit is contained in:
parent
0ff729260d
commit
047bc94fd1
|
@ -460,6 +460,12 @@ s32 act_reading_npc_dialog(struct MarioState *m) {
|
||||||
m->actionState++;
|
m->actionState++;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (m->playerIndex != 0 && gCurrentObject->header.gfx.unk38.animID == -1) {
|
||||||
|
// set animation
|
||||||
|
set_mario_animation(m, m->heldObj == NULL ? MARIO_ANIM_FIRST_PERSON
|
||||||
|
: MARIO_ANIM_IDLE_WITH_LIGHT_OBJ);
|
||||||
|
}
|
||||||
|
|
||||||
return FALSE;
|
return FALSE;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -869,7 +875,7 @@ s32 act_unlocking_key_door(struct MarioState *m) {
|
||||||
m->faceAngle[1] += 0x8000;
|
m->faceAngle[1] += 0x8000;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (m->actionTimer == 0) {
|
if ((m->actionTimer == 0) || (m->playerIndex != 0 && gCurrentObject->header.gfx.unk38.animID == -1)) {
|
||||||
spawn_obj_at_mario_rel_yaw(m, MODEL_BOWSER_KEY_CUTSCENE, bhvBowserKeyUnlockDoor, 0);
|
spawn_obj_at_mario_rel_yaw(m, MODEL_BOWSER_KEY_CUTSCENE, bhvBowserKeyUnlockDoor, 0);
|
||||||
set_mario_animation(m, MARIO_ANIM_UNLOCK_DOOR);
|
set_mario_animation(m, MARIO_ANIM_UNLOCK_DOOR);
|
||||||
}
|
}
|
||||||
|
|
|
@ -8,6 +8,7 @@
|
||||||
#include "game/area.h"
|
#include "game/area.h"
|
||||||
#include "audio/external.h"
|
#include "audio/external.h"
|
||||||
#include "engine/surface_collision.h"
|
#include "engine/surface_collision.h"
|
||||||
|
#include "engine/math_util.h"
|
||||||
#include "game/object_list_processor.h"
|
#include "game/object_list_processor.h"
|
||||||
#include "game/mario_misc.h"
|
#include "game/mario_misc.h"
|
||||||
#include "pc/configfile.h"
|
#include "pc/configfile.h"
|
||||||
|
@ -350,8 +351,10 @@ void network_receive_player(struct Packet* p) {
|
||||||
}
|
}
|
||||||
|
|
||||||
// mark this player as visible
|
// mark this player as visible
|
||||||
if (gNetworkAreaLoaded) {
|
if (gNetworkAreaLoaded && !m->wasNetworkVisible) {
|
||||||
m->wasNetworkVisible = true;
|
m->wasNetworkVisible = true;
|
||||||
|
vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
|
||||||
|
vec3s_copy(m->marioObj->header.gfx.angle, m->faceAngle);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue