Prevent rumbling when other players are swimming

This commit is contained in:
MysterD 2023-04-24 17:00:29 -07:00
parent 0412044456
commit 6ed3c2cc60
3 changed files with 10 additions and 4 deletions

View file

@ -11,7 +11,9 @@ void bhv_1up_interact(void) {
marioState->hurtCounter = 0;
}
#ifdef VERSION_SH
queue_rumble_data(5, 80);
if (marioState->playerIndex == 0) {
queue_rumble_data(5, 80);
}
#endif
network_send_collect_item(o);
}

View file

@ -1593,7 +1593,9 @@ s32 act_teleport_fade_out(struct MarioState *m) {
if (m->actionTimer == 0) {
queue_rumble_data_mario(m, 30, 70);
func_sh_8024C89C(2);
if (m->playerIndex == 0) {
func_sh_8024C89C(2);
}
}
m->flags |= MARIO_TELEPORTING;
@ -1620,7 +1622,9 @@ s32 act_teleport_fade_in(struct MarioState *m) {
if (m->actionTimer == 0) {
queue_rumble_data_mario(m, 30, 70);
func_sh_8024C89C(2);
if (m->playerIndex == 0) {
func_sh_8024C89C(2);
}
}
if (m->actionTimer < 32) {

View file

@ -577,7 +577,7 @@ static s32 act_breaststroke(struct MarioState *m) {
reset_float_globals(m);
}
if (m->actionTimer < 6) {
if (m->actionTimer < 6 && m->playerIndex == 0) {
func_sh_8024CA04();
}