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Only remove the offset when it\'s not a door warp (#164)
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1 changed files with 3 additions and 3 deletions
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@ -438,7 +438,7 @@ void init_mario_after_warp(void) {
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set_mario_initial_action(gMarioState, marioSpawnType, sWarpDest.arg);
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// remove offset from local mario during warps
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if (sWarpDest.type == WARP_TYPE_SAME_AREA) {
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if (sWarpDest.type == WARP_TYPE_SAME_AREA && marioSpawnType != MARIO_SPAWN_DOOR_WARP) {
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gMarioState[0].pos[0] = (s16)spawnNode->object->oPosX;
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gMarioState[0].pos[1] = (s16)spawnNode->object->oPosY;
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gMarioState[0].pos[2] = (s16)spawnNode->object->oPosZ;
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@ -1449,7 +1449,7 @@ void update_menu_level(void) {
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} else {
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reset_volume();
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disable_background_sound();
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if (get_current_background_music() == 0x0021) {
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if (curLevel == LEVEL_JRB) {
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dynos_warp_to_level(curLevel, 1, 2);
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@ -1470,7 +1470,7 @@ s32 update_level(void) {
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} else {
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sFirstCastleGroundsMenu = false;
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}
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s32 changeLevel = 0;
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if (gChangeLevel != -1) {
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