Made castle floor trap multiple-player-aware

This commit is contained in:
MysterD 2020-08-29 12:58:04 -07:00
parent 13d4a0bfe8
commit 81d23b3cc9

View file

@ -1,7 +1,11 @@
// castle_floor_trap.c.inc // castle_floor_trap.c.inc
void bhv_floor_trap_in_castle_loop(void) { void bhv_floor_trap_in_castle_loop(void) {
if (gMarioObject->platform == o) u8 onPlatform = FALSE;
for (int i = 0; i < MAX_PLAYERS; i++) {
onPlatform = onPlatform || (gMarioStates[i].marioObj->platform == o);
}
if (onPlatform)
o->parentObj->oInteractStatus |= INT_STATUS_TRAP_TURN; o->parentObj->oInteractStatus |= INT_STATUS_TRAP_TURN;
o->oFaceAngleRoll = o->parentObj->oFaceAngleRoll; o->oFaceAngleRoll = o->parentObj->oFaceAngleRoll;
} }
@ -36,7 +40,9 @@ void bhv_castle_floor_trap_open(void) {
} }
void bhv_castle_floor_trap_close_detect(void) { void bhv_castle_floor_trap_close_detect(void) {
if (o->oDistanceToMario > 1000.0f) struct Object* player = nearest_player_to_object(o);
int distanceToPlayer = dist_between_objects(o, player);
if (distanceToPlayer > 1000.0f)
o->oAction = 3; // close trapdoor o->oAction = 3; // close trapdoor
} }