Fix stars not respawning + other syncing fixes (#460)
* Force secret stars to respawn Hacky fix for sure. I'll need to see how to deal with this in a better way. * Improve star syncing All stars now respawn (hopefully) and the red coin star no longer repeatedly respawns. Also forced oSyncDeath for other objects. * Remove leftover include * (Probably) improve star syncing It'll still spam packets but at least it'll only spam packets to people who are able to receive them * Revert "(Probably) improve star syncing" This reverts commit 86ff2c5451cff0a06e8c3410b2815e12b414f264. * Weird sync No idea why this works but it does. At least no fields have to be synced over, as far as I can tell.
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718be07a79
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@ -80,6 +80,10 @@ void slow_star_rotation(void) {
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}
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void bhv_spawned_star_loop(void) {
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if (!sync_object_is_initialized(o->oSyncID)) {
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sync_object_init(o, SYNC_DISTANCE_ONLY_EVENTS);
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}
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if (o->oAction == 0) {
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// All of these are for checking if we spawned the star, If
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// we didn't. We don't need the time stop.
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@ -140,6 +144,7 @@ void bhv_spawned_star_loop(void) {
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} else {
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set_sparkle_spawn_star_hitbox();
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slow_star_rotation();
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network_send_object(o);
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}
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cur_obj_move_using_fvel_and_gravity();
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o->oFaceAngleYaw += o->oAngleVelYaw;
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@ -106,6 +106,10 @@ void bhv_star_spawn_init(void) {
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}
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void bhv_star_spawn_loop(void) {
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if (!sync_object_is_initialized(o->oSyncID)) {
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sync_object_init(o, SYNC_DISTANCE_ONLY_EVENTS);
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}
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switch (o->oAction) {
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case 0:
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o->oFaceAngleYaw += 0x1000;
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@ -148,6 +152,7 @@ void bhv_star_spawn_loop(void) {
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case 3:
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o->oFaceAngleYaw += 0x800;
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cur_obj_become_tangible();
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if (o->oTimer == 20) {
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gMarioStates[0].freeze = 0;
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gObjCutsceneDone = TRUE;
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@ -159,6 +164,8 @@ void bhv_star_spawn_loop(void) {
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mark_obj_for_deletion(o);
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o->oInteractStatus = 0;
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}
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network_send_object(o);
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break;
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}
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spawn_star_number();
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@ -321,7 +328,7 @@ void bhv_hidden_red_coin_star_loop(void) {
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break;
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case 1:
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if (o->oTimer == 3) {
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if (o->oTimer > 2) {
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struct Object *obj = spawn_red_coin_cutscene_star(o->oPosX, o->oPosY, o->oPosZ);
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if (obj != NULL) {
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if (o->oHiddenStarLastInteractedObject == &gMarioStates[0]) {
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@ -331,7 +338,7 @@ void bhv_hidden_red_coin_star_loop(void) {
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}
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spawn_mist_particles();
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}
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network_send_object(o);
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o->activeFlags = ACTIVE_FLAG_DEACTIVATED;
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}
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break;
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}
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@ -812,7 +812,7 @@ void obj_act_knockback(UNUSED f32 baseScale) {
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//! Dies immediately if above lava
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if ((o->oMoveFlags
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& (OBJ_MOVE_MASK_ON_GROUND | OBJ_MOVE_MASK_IN_WATER | OBJ_MOVE_HIT_WALL | OBJ_MOVE_ABOVE_LAVA))
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|| (o->oAction == OBJ_ACT_VERTICAL_KNOCKBACK && o->oTimer >= 9)) {
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|| (o->oAction == OBJ_ACT_VERTICAL_KNOCKBACK && o->oTimer >= 9) || o->oSyncDeath) {
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obj_die_if_health_non_positive();
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}
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@ -832,7 +832,7 @@ void obj_act_squished(f32 baseScale) {
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if (approach_f32_ptr(&o->header.gfx.scale[1], targetScaleY, baseScale * 0.14f)) {
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o->header.gfx.scale[0] = o->header.gfx.scale[2] = baseScale * 2.0f - o->header.gfx.scale[1];
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if (o->oTimer >= 16) {
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if (o->oTimer >= 16 || o->oSyncDeath) {
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obj_die_if_health_non_positive();
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}
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}
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@ -419,6 +419,7 @@ void network_receive_object(struct Packet* p) {
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// deactivated
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if (o->activeFlags == ACTIVE_FLAG_DEACTIVATED) {
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o->oSyncDeath = 1; // Force oSyncDeath if deactivated
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sync_object_forget(so->id);
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} else if (p->reliable) {
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// remember packet
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