mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-25 21:45:12 +00:00
Enemies drop player when picked up
This commit is contained in:
parent
66eb163339
commit
48aee0c7be
3 changed files with 14 additions and 2 deletions
|
@ -6,6 +6,7 @@ void common_anchor_mario_behavior(f32 sp28, f32 sp2C, s32 sp30) {
|
|||
struct MarioState* marioState = &gMarioStates[i];
|
||||
struct Object* player = gMarioStates[i].marioObj;
|
||||
if (marioState->heldByObj != o->parentObj && marioState->heldByObj != o) { continue; }
|
||||
if (marioState->action != ACT_GRABBED) { continue; }
|
||||
switch (o->parentObj->oChuckyaUnk88) {
|
||||
case 0:
|
||||
break;
|
||||
|
|
|
@ -682,7 +682,18 @@ s32 act_grabbed(struct MarioState *m) {
|
|||
|
||||
// check if they should still be grabbed
|
||||
if (m->playerIndex == 0) {
|
||||
if (m->heldByObj == NULL || !(m->heldByObj->oInteractStatus | INT_STATUS_GRABBED_MARIO)) {
|
||||
// check if the object holding me is being held
|
||||
u8 heldObjIsHeld = FALSE;
|
||||
if (m->heldByObj != NULL) {
|
||||
for (int i = 0; i < MAX_PLAYERS; i++) {
|
||||
if (!is_player_active(&gMarioStates[i])) { continue; }
|
||||
if (gMarioStates[i].heldObj == m->heldByObj) { heldObjIsHeld = TRUE; }
|
||||
}
|
||||
}
|
||||
|
||||
// error state, get out of grab
|
||||
if (heldObjIsHeld || m->heldByObj == NULL || !(m->heldByObj->oInteractStatus | INT_STATUS_GRABBED_MARIO)) {
|
||||
m->heldByObj = NULL;
|
||||
return set_mario_action(m, (m->forwardVel >= 0.0f) ? ACT_THROWN_FORWARD : ACT_THROWN_BACKWARD, FALSE);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -259,7 +259,7 @@ void network_receive_player(struct Packet* p) {
|
|||
// find and set their held object
|
||||
m->heldObj = (heldSyncID != 0) ? gSyncObjects[heldSyncID].o : NULL;
|
||||
if (m->heldObj != NULL) {
|
||||
if (np->globalIndex < gNetworkPlayerLocal->globalIndex) {
|
||||
if (gMarioStates[0].heldObj == m->heldObj && np->globalIndex < gNetworkPlayerLocal->globalIndex) {
|
||||
// drop the object if a higher priority player is holding our object
|
||||
mario_drop_held_object(&gMarioStates[0]);
|
||||
force_idle_state(&gMarioStates[0]);
|
||||
|
|
Loading…
Reference in a new issue