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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Emily♥ 2025-09-12 18:08:30 -04:00 committed by GitHub
parent 653056bd10
commit 7f2c5cc53b
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@ -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;