Cleanup
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d7f1d7cf2f
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1e769573e6
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@ -1415,15 +1415,13 @@ cur_obj_update_begin:;
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// Out of render distance, hide the object.
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// Out of render distance, hide the object.
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gCurrentObject->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
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gCurrentObject->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE;
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if (gBehaviorValues.InfiniteRenderDistance)
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if (gBehaviorValues.InfiniteRenderDistance) {
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{
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gCurrentObject->activeFlags &= ~ACTIVE_FLAG_FAR_AWAY;
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gCurrentObject->activeFlags &= ~ACTIVE_FLAG_FAR_AWAY;
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}
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} else {
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else
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{
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// the following flag would deactivate behavior code // sorry but I need this
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// the following flag would deactivate behavior code // sorry but I need this
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gCurrentObject->activeFlags |= ACTIVE_FLAG_FAR_AWAY;
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gCurrentObject->activeFlags |= ACTIVE_FLAG_FAR_AWAY;
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}
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}
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} else if (gCurrentObject->oHeldState == HELD_FREE) {
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} else if (gCurrentObject->oHeldState == HELD_FREE) {
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// In render distance (and not being held), show the object.
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// In render distance (and not being held), show the object.
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gCurrentObject->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE;
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gCurrentObject->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE;
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@ -1940,9 +1940,8 @@ u32 interact_koopa_shell(struct MarioState *m, UNUSED u32 interactType, struct O
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return FALSE;
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return FALSE;
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}
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}
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for (s32 i = 0; i < MAX_PLAYERS; i++) {
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for (s32 i = 1; i < MAX_PLAYERS; i++) {
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if (!is_player_active(&gMarioStates[i])) { continue; }
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if (!is_player_active(&gMarioStates[i])) { continue; }
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if (i == 0) { continue; }
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if (gMarioStates[i].riddenObj == o) { return FALSE; }
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if (gMarioStates[i].riddenObj == o) { return FALSE; }
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}
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}
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