diff --git a/src/game/mario_actions_cutscene.c b/src/game/mario_actions_cutscene.c index 1a07fbe1..daa4e2a2 100644 --- a/src/game/mario_actions_cutscene.c +++ b/src/game/mario_actions_cutscene.c @@ -397,8 +397,6 @@ s32 act_reading_npc_dialog(struct MarioState *m) { s32 headTurnAmount = 0; s16 angleToNPC; - if (m->playerIndex != 0) { return FALSE; } - if (m->playerIndex == 0) { u8 continueDialogCallback = TRUE; if (continueDialogFunction != NULL && continueDialogFunctionObject != NULL) { @@ -419,20 +417,22 @@ s32 act_reading_npc_dialog(struct MarioState *m) { headTurnAmount = 384; } - if (m->actionState < 8 && m->usedObj != NULL) { - // turn to NPC - angleToNPC = mario_obj_angle_to_object(m, m->usedObj); - m->faceAngle[1] = - angleToNPC - approach_s32((angleToNPC - m->faceAngle[1]) << 16 >> 16, 0, 2048, 2048); - // turn head to npc - m->actionTimer += headTurnAmount; + if (m->actionState < 8) { + if (m->usedObj != NULL) { + // turn to NPC + angleToNPC = mario_obj_angle_to_object(m, m->usedObj); + m->faceAngle[1] = + angleToNPC - approach_s32((angleToNPC - m->faceAngle[1]) << 16 >> 16, 0, 2048, 2048); + // turn head to npc + m->actionTimer += headTurnAmount; + } // set animation set_mario_animation(m, m->heldObj == NULL ? MARIO_ANIM_FIRST_PERSON : MARIO_ANIM_IDLE_WITH_LIGHT_OBJ); } else if (m->actionState >= 9 && m->actionState < 17) { // look back from facing NPC m->actionTimer -= headTurnAmount; - } else if (m->actionState == 23) { + } else if (m->playerIndex == 0 && m->actionState == 23) { if (m->flags & MARIO_CAP_IN_HAND) { set_mario_action(m, ACT_PUTTING_ON_CAP, 0); } else { @@ -443,7 +443,7 @@ s32 act_reading_npc_dialog(struct MarioState *m) { vec3s_set(m->marioObj->header.gfx.angle, 0, m->faceAngle[1], 0); vec3s_set(m->marioBodyState->headAngle, m->actionTimer, 0, 0); - if (m->actionState != 8) { + if (m->playerIndex == 0 && m->actionState != 8) { m->actionState++; }