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Made sure to update 'statusForCamera' whenever we soft_reset_camera()
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parent
362c31fe94
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3 changed files with 3 additions and 0 deletions
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@ -534,6 +534,7 @@ void mario_set_bubbled(struct MarioState* m) {
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gCutsceneTimer = 0;
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gCutsceneTimer = 0;
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if (m->playerIndex == 0) {
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if (m->playerIndex == 0) {
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if (m->statusForCamera) { m->statusForCamera->action = m->action; }
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soft_reset_camera(m->area->camera);
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soft_reset_camera(m->area->camera);
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}
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}
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}
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}
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@ -1113,6 +1113,7 @@ s32 act_bubbled(struct MarioState* m) {
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m->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
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m->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
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m->invincTimer = 30 * 3;
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m->invincTimer = 30 * 3;
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if (m->playerIndex == 0) {
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if (m->playerIndex == 0) {
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if (m->statusForCamera) { m->statusForCamera->action = m->action; }
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soft_reset_camera(m->area->camera);
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soft_reset_camera(m->area->camera);
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}
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}
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u8 underWater = (m->pos[1] < ((f32)m->waterLevel));
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u8 underWater = (m->pos[1] < ((f32)m->waterLevel));
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@ -753,6 +753,7 @@ void general_star_dance_handler(struct MarioState *m, s32 isInWater) {
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set_mario_action(m, isInWater ? ACT_WATER_IDLE : (m->pos[1] <= m->floorHeight ? ACT_IDLE : ACT_FREEFALL), 0);
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set_mario_action(m, isInWater ? ACT_WATER_IDLE : (m->pos[1] <= m->floorHeight ? ACT_IDLE : ACT_FREEFALL), 0);
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}
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}
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if (gServerSettings.stayInLevelAfterStar) {
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if (gServerSettings.stayInLevelAfterStar) {
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if (m->statusForCamera) { m->statusForCamera->action = m->action; }
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soft_reset_camera(m->area->camera);
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soft_reset_camera(m->area->camera);
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}
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}
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}
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}
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