Fixed manta ring spawning and likely other object desync bugs
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c5cf321348
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@ -89,12 +89,12 @@ static void manta_ray_act_spawn_ring(void) {
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struct Object *ringManager = o->parentObj;
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struct Object *ring;
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if (o->oTimer == 300) {
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if (!sync_object_is_owned_locally(o->oSyncID)) { return; }
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if (o->oTimer >= 300) {
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o->oTimer = 0;
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}
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if (!sync_object_is_owned_locally(o->oSyncID)) { return; }
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if (o->oTimer == 0 || o->oTimer == 50 || o->oTimer == 150 || o->oTimer == 200 || o->oTimer == 250) {
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ring = spawn_object(o, MODEL_WATER_RING, bhvMantaRayWaterRing);
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if (ring != NULL) {
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@ -355,7 +355,7 @@ bool sync_object_should_own(u32 syncId) {
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// check distance
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for (s32 i = 0; i < MAX_PLAYERS; i++) {
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if (i != 0 && !is_player_active(&gMarioStates[i])) { continue; }
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if (i != 0 && !is_player_in_local_area(&gMarioStates[i])) { continue; }
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if (player_distance(&gMarioStates[0], so->o) > player_distance(&gMarioStates[i], so->o)) { return false; }
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}
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