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Revise this fix in mario_actions_automatic.c
Have Mario drop off the pole if it doesn't exist instead of just returning POLE_NONE.
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1 changed files with 8 additions and 1 deletions
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@ -65,7 +65,14 @@ void play_climbing_sounds(struct MarioState *m, s32 b) {
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s32 set_pole_position(struct MarioState *m, f32 offsetY) {
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s32 set_pole_position(struct MarioState *m, f32 offsetY) {
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if (m->usedObj == NULL) { m->usedObj = cur_obj_find_nearest_pole(); }
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if (m->usedObj == NULL) { m->usedObj = cur_obj_find_nearest_pole(); }
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if (m->usedObj == NULL) { return POLE_NONE; }
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// This is here so if somehow a pole despawns while you are on it.
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// You will just drop from it.
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if (m->usedObj == NULL) {
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// If Mario is no longer interacting with the pole, stop the pole holding action.
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set_mario_action(m, ACT_FREEFALL, 0);
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return POLE_FELL_OFF;
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}
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UNUSED s32 unused1;
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UNUSED s32 unused1;
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UNUSED s32 unused2;
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UNUSED s32 unused2;
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