Fixed small crimes against C
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3102c93d34
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86c9bbf672
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@ -769,11 +769,9 @@ void load_object_collision_model(void) {
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f32 tangibleDist = gCurrentObject->oCollisionDistance;
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u8 anyPlayerInTangibleRange = FALSE;
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u8 anyPlayerInDrawRange = FALSE;
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for (int i = 0; i < MAX_PLAYERS; i++) {
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f32 dist = dist_between_objects(gCurrentObject, gMarioStates[i].marioObj);
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if (dist < tangibleDist) { anyPlayerInTangibleRange = TRUE; }
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if (dist < gCurrentObject->oDrawingDistance) { anyPlayerInDrawRange = TRUE; }
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}
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// If the object collision is supposed to be loaded more than the
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@ -796,6 +794,11 @@ void load_object_collision_model(void) {
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}
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#ifndef NODRAWINGDISTANCE
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u8 anyPlayerInDrawRange = FALSE;
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for (int i = 0; i < MAX_PLAYERS; i++) {
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f32 dist = dist_between_objects(gCurrentObject, gMarioStates[i].marioObj);
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if (dist < gCurrentObject->oDrawingDistance) { anyPlayerInDrawRange = TRUE; }
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}
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if (anyPlayerInDrawRange) {
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#endif
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gCurrentObject->header.gfx.node.flags |= GRAPH_RENDER_ACTIVE;
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@ -23,6 +23,7 @@
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#include "level_table.h"
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#include "gfx_dimensions.h"
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#include "game/ingame_menu.h"
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#include "pc/network/network.h"
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struct SpawnInfo gPlayerSpawnInfos[MAX_PLAYERS];
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struct GraphNode *D_8033A160[0x100];
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@ -612,7 +612,7 @@ Gfx* geo_switch_mario_hand_grab_pos(s32 callContext, struct GraphNode* b, Mat4*
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// This is why it won't update during a pause buffered hitstun or when the camera is very far
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// away.
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get_pos_from_transform_mtx(marioState->marioBodyState->heldObjLastPosition, *curTransform,
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gCurGraphNodeCamera->matrixPtr);
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(f32(*)[4])gCurGraphNodeCamera->matrixPtr);
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}
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return NULL;
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}
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@ -9,7 +9,7 @@
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extern s16 sCurrPlayMode;
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enum NetworkType gNetworkType = NT_NONE;
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static SOCKET gSocket = NULL;
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static SOCKET gSocket = 0;
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struct sockaddr_in txAddr = { 0 };
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#define LOADING_LEVEL_THRESHOLD 10
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