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flip merry go round boo spawning logic
rather than checking if all players are near the merry go round, check if any player is near the merry go round.
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a457f48959
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1 changed files with 3 additions and 15 deletions
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@ -58,9 +58,9 @@ static s32 boo_should_be_stopped(void) {
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if (cur_obj_has_behavior(bhvMerryGoRoundBigBoo) || cur_obj_has_behavior(bhvMerryGoRoundBoo)) {
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for (s32 i = 0; i < MAX_PLAYERS; i++) {
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if (!is_player_active(&gMarioStates[i])) { continue; }
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if (gMarioStates[i].currentRoom == BBH_DYNAMIC_SURFACE_ROOM || gMarioStates[i].currentRoom == BBH_NEAR_MERRY_GO_ROUND_ROOM) { return FALSE; }
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if (gMarioStates[i].currentRoom != BBH_DYNAMIC_SURFACE_ROOM && gMarioStates[i].currentRoom != BBH_NEAR_MERRY_GO_ROUND_ROOM) { return TRUE; }
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}
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return TRUE;
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return FALSE;
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/*if (!gMarioOnMerryGoRound) {
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return TRUE;
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} else {
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@ -623,19 +623,7 @@ static void big_boo_act_1(void) {
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attackStatus = boo_get_attack_status();
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// redundant; this check is in boo_should_be_stopped
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if (cur_obj_has_behavior(bhvMerryGoRoundBigBoo)) {
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u8 inRoom = FALSE;
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for (s32 i = 0; i < MAX_PLAYERS; i++) {
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if (!is_player_active(&gMarioStates[i])) { continue; }
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if (gMarioStates[i].currentRoom == BBH_DYNAMIC_SURFACE_ROOM || gMarioStates[i].currentRoom == BBH_NEAR_MERRY_GO_ROUND_ROOM) { inRoom = TRUE; }
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}
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//if (!gMarioOnMerryGoRound) {
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if (!inRoom) {
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o->oAction = 0;
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}
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} else if (boo_should_be_stopped()) {
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if (boo_should_be_stopped()) {
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o->oAction = 0;
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}
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