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Fix chain chomp and Eyerok cutscenes
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parent
4bd519f312
commit
849b5ead50
3 changed files with 7 additions and 5 deletions
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@ -252,7 +252,7 @@ static void chain_chomp_sub_act_lunge(void) {
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}
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static u8 chain_chomp_released_trigger_cutscene_continue_dialog(void) {
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return (o->oChainChompReleaseStatus != CHAIN_CHOMP_RELEASED_END_CUTSCENE);
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return o->oChainChompReleaseStatus != CHAIN_CHOMP_RELEASED_END_CUTSCENE;
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}
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/**
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@ -267,7 +267,7 @@ static void chain_chomp_released_trigger_cutscene(void) {
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// hack: get the nearest wooden post, this will work properly 99% of the time
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struct Object* woodenPost = cur_obj_nearest_object_with_behavior(bhvWoodenPost);
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struct MarioState* marioState = nearest_mario_state_to_object(woodenPost);
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if (&gMarioStates[0] == marioState) {
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if (&gMarioStates[0] == marioState && dynos_level_is_vanilla_level(gCurrLevelNum)) {
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if (set_mario_npc_dialog(&gMarioStates[0], 2, chain_chomp_released_trigger_cutscene_continue_dialog) == 2
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&& (o->oMoveFlags & OBJ_MOVE_MASK_ON_GROUND) && cutscene_object(CUTSCENE_STAR_SPAWN, o) == 1) {
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o->oChainChompReleaseStatus = CHAIN_CHOMP_RELEASED_LUNGE_AROUND;
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@ -123,11 +123,13 @@ static u8 eyerok_boss_act_show_intro_text_continue_dialog(void) {
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}
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static void eyerok_boss_act_show_intro_text(void) {
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struct MarioState* marioState = nearest_mario_state_to_object(o);
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// todo: get dialog working properly again
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/*struct MarioState* marioState = nearest_mario_state_to_object(o);
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if (should_start_or_continue_dialog(marioState, o) && cur_obj_update_dialog_with_cutscene(&gMarioStates[0], 2, 0, CUTSCENE_DIALOG, gBehaviorValues.dialogs.EyerokIntroDialog, eyerok_boss_act_show_intro_text_continue_dialog)) {
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o->oAction = EYEROK_BOSS_ACT_FIGHT;
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network_send_object_reliability(o, TRUE);
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}
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}*/
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o->oAction = EYEROK_BOSS_ACT_FIGHT;
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}
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static void eyerok_boss_act_fight(void) {
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@ -669,7 +669,7 @@ u32 determine_knockback_action(struct MarioState *m, UNUSED s32 arg) {
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if (m->interactObj != NULL && (m->interactObj->oInteractType & INTERACT_PLAYER) && terrainIndex != 2) {
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f32 scaler = 1;
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s8 hasBeenPunched = FALSE;
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#define IF_REVAMPED_PVP(Is, IsNot) gServerSettings.pvpType == PLAYER_PVP_REVAMPED ? (Is) : (IsNot);
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#define IF_REVAMPED_PVP(is, isNot) gServerSettings.pvpType == PLAYER_PVP_REVAMPED ? (is) : (isNot);
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for (s32 i = 0; i < MAX_PLAYERS; i++) {
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struct MarioState* m2 = &gMarioStates[i];
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if (!is_player_active(m2)) { continue; }
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