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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
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1 changed files with 2 additions and 6 deletions
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@ -52,12 +52,6 @@ int detect_player_hitbox_overlap(struct MarioState* local, struct MarioState* re
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if (sp20 < sp38) {
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return FALSE;
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}
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if (a->numCollidedObjs >= 4) {
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return FALSE;
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}
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if (b->numCollidedObjs >= 4) {
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return FALSE;
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}
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return TRUE;
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}
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@ -196,6 +190,8 @@ void check_player_object_collision(void) {
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if (detect_player_hitbox_overlap(&gMarioStates[0], &gMarioStates[i], 1.0f)) {
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struct Object* a = gMarioStates[0].marioObj;
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struct Object* b = gMarioStates[i].marioObj;
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if (a->numCollidedObjs >= 4) { continue; }
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if (b->numCollidedObjs >= 4) { continue; }
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a->collidedObjs[a->numCollidedObjs] = b;
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b->collidedObjs[b->numCollidedObjs] = a;
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a->collidedObjInteractTypes |= b->oInteractType;
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