Fixed receiving of health, made recovery heart 2-player aware
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@ -81,3 +81,6 @@ sm64config.txt
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# visual studio
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build-windows-visual-studio/.vs
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# misc
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todo.txt
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@ -12,14 +12,21 @@ struct ObjectHitbox sRecoveryHeartHitbox = {
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};
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void bhv_recovery_heart_loop(void) {
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u8 collided = FALSE;
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obj_set_hitbox(o, &sRecoveryHeartHitbox);
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if (obj_check_if_collided_with_object(o, gMarioObject)) {
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for (int i = 0; i < MAX_PLAYERS; i++) {
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if (obj_check_if_collided_with_object(o, gMarioStates[i].marioObj)) { collided = TRUE; }
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}
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if (collided) {
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if (o->oSpinningHeartPlayedSound == 0) {
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cur_obj_play_sound_2(SOUND_GENERAL_HEART_SPIN);
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o->oSpinningHeartPlayedSound += 1;
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}
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o->oAngleVelYaw = (s32)(200.0f * gMarioStates[0].forwardVel) + 1000;
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struct MarioState* marioState = nearest_mario_state_to_object(o);
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o->oAngleVelYaw = (s32)(200.0f * marioState->forwardVel) + 1000;
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} else {
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o->oSpinningHeartPlayedSound = 0;
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@ -30,7 +37,13 @@ void bhv_recovery_heart_loop(void) {
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}
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if ((o->oSpinningHeartTotalSpin += o->oAngleVelYaw) >= 0x10000) {
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gMarioStates[0].healCounter += 4;
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struct MarioState* nearestState = nearest_mario_state_to_object(o);
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for (int i = 0; i < MAX_PLAYERS; i++) {
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if (&gMarioState[i] == nearestState || dist_between_objects(o, gMarioState[i].marioObj) < 1000) {
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gMarioStates[i].healCounter += 4;
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}
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}
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o->oSpinningHeartTotalSpin -= 0x10000;
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}
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@ -28,7 +28,7 @@ void network_receive_player(struct Packet* p) {
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packet_read(p, &gMarioStates[1], 96);
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packet_read(p, gMarioStates[1].controller, 20);
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packet_read(p, &gMarioStates[1].marioObj->rawData.asU32, 320);
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packet_write(p, &gMarioStates[1].health, 2);
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packet_read(p, &gMarioStates[1].health, 2);
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packet_read(p, &heldSyncID, 4);
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if (heldSyncID != NULL) {
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