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Fix Ukiki and Koopa the Quick crashing the game (#481)
* Fix KTQ Crash * Fix Ukiki Crash * Just mark ukiki for deletion instead * Add a return;
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2 changed files with 14 additions and 3 deletions
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@ -1,4 +1,3 @@
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/**
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* Behavior for bhvKoopa and bhvKoopaRaceEndpoint.
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* bhvKoopa includes normal, unshelled, tiny, and Koopa the Quick.
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@ -116,7 +115,13 @@ void bhv_koopa_init(void) {
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if (o->oKoopaMovementType >= KOOPA_BP_KOOPA_THE_QUICK_BASE) {
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// koopa the quick
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o->parentObj = cur_obj_nearest_object_with_behavior(bhvKoopaRaceEndpoint);
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if (cur_obj_nearest_object_with_behavior(bhvKoopaRaceEndpoint) != NULL) {
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o->parentObj = cur_obj_nearest_object_with_behavior(bhvKoopaRaceEndpoint);
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}
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else {
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obj_mark_for_deletion(o);
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return;
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}
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struct SyncObject* so = sync_object_init(o, SYNC_DISTANCE_ONLY_EVENTS);
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if (so) {
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so->on_received_post = bhv_koopa_the_quick_on_received_post;
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@ -365,7 +365,13 @@ void ukiki_act_go_to_cage(void) {
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struct Object* obj;
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f32 latDistToCage = 0.0f;
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s16 yawToCage = 0;
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obj = cur_obj_nearest_object_with_behavior(bhvUkikiCageChild);
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if (cur_obj_nearest_object_with_behavior(bhvUkikiCageChild) != NULL) {
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obj = cur_obj_nearest_object_with_behavior(bhvUkikiCageChild);
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}
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else {
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obj_mark_for_deletion(o);
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return;
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}
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// Ultimately is checking the cage, as it points to the parent
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// of a dummy child object of the cage.
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