From 7f2c5cc53bfb250ae0f8fba9e7a175bcaf49aaac Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Emily=E2=99=A5?= <77174187+EmilyEmmi@users.noreply.github.com> Date: Fri, 12 Sep 2025 18:08:30 -0400 Subject: [PATCH] Remove interaction limit for PVP (#942) * Fix Eyerok pounding in multiplayer Eyerok now only enters the double pound state if ALL players stand on the pedestal rather than just one. Players standing on the pedestal will be ignored. I had to write a new function for this, I hope this is acceptable. * Suggested changes I didn't want to change the name of arg0 in eyerok_check_mario_relative_z because it was a vanilla function, but I suppose I can. * Remove interaction limit for PVP Fixes issues with certain mods --- src/game/object_collision.c | 8 ++------ 1 file changed, 2 insertions(+), 6 deletions(-) diff --git a/src/game/object_collision.c b/src/game/object_collision.c index 9288cb4b0..92c46608d 100644 --- a/src/game/object_collision.c +++ b/src/game/object_collision.c @@ -52,12 +52,6 @@ int detect_player_hitbox_overlap(struct MarioState* local, struct MarioState* re if (sp20 < sp38) { return FALSE; } - if (a->numCollidedObjs >= 4) { - return FALSE; - } - if (b->numCollidedObjs >= 4) { - return FALSE; - } return TRUE; } @@ -196,6 +190,8 @@ void check_player_object_collision(void) { if (detect_player_hitbox_overlap(&gMarioStates[0], &gMarioStates[i], 1.0f)) { struct Object* a = gMarioStates[0].marioObj; struct Object* b = gMarioStates[i].marioObj; + if (a->numCollidedObjs >= 4) { continue; } + if (b->numCollidedObjs >= 4) { continue; } a->collidedObjs[a->numCollidedObjs] = b; b->collidedObjs[b->numCollidedObjs] = a; a->collidedObjInteractTypes |= b->oInteractType;