Fix stars being in an infinite loop (#496)

* Fix stars being in an infinite loop

* Give syncing a distance

In theory I would no longer need to sync cutscene flags, but it's still worth keeping
This commit is contained in:
Sunk 2023-10-30 20:43:04 -04:00 committed by Agent X
parent e5dba75757
commit 55d786d9f5
2 changed files with 15 additions and 4 deletions

View file

@ -16,13 +16,14 @@ void bhv_spawned_star_init(void) {
if (!(o->oInteractionSubtype & INT_SUBTYPE_NO_EXIT) && o->parentObj) {
o->oBehParams = o->parentObj->oBehParams;
}
s32 sp24 = (o->oBehParams >> 24) & 0xFF;
if (bit_shift_left(sp24) & save_file_get_star_flags(gCurrSaveFileNum - 1, gCurrCourseNum - 1))
s32 starId = (o->oBehParams >> 24) & 0xFF;
if (bit_shift_left(starId) & save_file_get_star_flags(gCurrSaveFileNum - 1, gCurrCourseNum - 1))
cur_obj_set_model(smlua_model_util_load(E_MODEL_TRANSPARENT_STAR));
cur_obj_play_sound_2(SOUND_GENERAL2_STAR_APPEARS);
// exclamation box stars are not sent through the normal exclamation box
// path due to jankiness in oBehParams. Send the spawn event here instead.
// Only exclamation boxes use bhvSpawnedStar so this check really isn't necessary
u8 spawnedFromExclamationBox = (o->parentObj != NULL && o->parentObj->behavior == smlua_override_behavior(bhvExclamationBox));
if (gNetworkAreaLoaded && spawnedFromExclamationBox) {
o->oStarSpawnExtCutsceneFlags = 1;
@ -81,7 +82,10 @@ void slow_star_rotation(void) {
void bhv_spawned_star_loop(void) {
if (!sync_object_is_initialized(o->oSyncID)) {
sync_object_init(o, SYNC_DISTANCE_ONLY_EVENTS);
sync_object_init(o, 4000);
sync_object_init_field(o, &o->oBehParams);
sync_object_init_field(o, &o->oAction);
sync_object_init_field(o, &o->oStarSpawnExtCutsceneFlags);
}
if (o->oAction == 0) {
@ -142,6 +146,9 @@ void bhv_spawned_star_loop(void) {
o->oAction++;
}
} else {
if (o->oTimer == 0) {
o->oStarSpawnExtCutsceneFlags = 0;
}
set_sparkle_spawn_star_hitbox();
slow_star_rotation();
network_send_object(o);

View file

@ -107,7 +107,10 @@ void bhv_star_spawn_init(void) {
void bhv_star_spawn_loop(void) {
if (!sync_object_is_initialized(o->oSyncID)) {
sync_object_init(o, SYNC_DISTANCE_ONLY_EVENTS);
sync_object_init(o, 4000);
sync_object_init_field(o, &o->oBehParams);
sync_object_init_field(o, &o->oAction);
sync_object_init_field(o, &o->oStarSpawnExtCutsceneFlags);
}
switch (o->oAction) {
@ -158,6 +161,7 @@ void bhv_star_spawn_loop(void) {
gObjCutsceneDone = TRUE;
clear_time_stop_flags(TIME_STOP_ENABLED | TIME_STOP_MARIO_AND_DOORS);
o->activeFlags &= ~ACTIVE_FLAG_INITIATED_TIME_STOP;
o->oStarSpawnExtCutsceneFlags = 0;
}
if (o->oInteractStatus & INT_STATUS_INTERACTED) {