Improvements to debug move (#44)
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@ -608,6 +608,18 @@ s32 act_debug_free_move(struct MarioState *m) {
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f32 speed;
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u32 action;
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#ifndef DEVELOPMENT
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if (gNetworkType == NT_SERVER && configEnableCheats == 0 && m->action == ACT_DEBUG_FREE_MOVE) {
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if (m->pos[1] <= m->waterLevel - 100) {
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action = ACT_WATER_IDLE;
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} else {
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action = ACT_FREEFALL;
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}
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set_mario_action(m, action, 0);
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return FALSE;
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}
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#endif
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// integer immediates, generates convert instructions for some reason
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speed = gPlayer1Controller->buttonDown & B_BUTTON ? 1 : 4;
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@ -360,7 +360,20 @@ void network_receive_player(struct Packet* p) {
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vec3f_copy(m->marioObj->header.gfx.pos, m->pos);
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vec3s_copy(m->marioObj->header.gfx.angle, m->faceAngle);
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}
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#ifndef DEVELOPMENT
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if (gNetworkType == NT_SERVER && configEnableCheats == 0) {
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for (int i = 0; i < MAX_PLAYERS; i++) {
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struct NetworkPlayer* np = &gNetworkPlayers[i];
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struct MarioState* m = &gMarioStates[np->localIndex];
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if (m->action == ACT_DEBUG_FREE_MOVE) {
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network_send_kick(np->localIndex, EKT_CLOSE_CONNECTION);
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network_player_disconnected(np->localIndex);
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}
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}
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}
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}
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#endif
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void network_update_player(void) {
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if (!network_player_any_connected()) { return; }
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