diff --git a/src/game/behaviors/heave_ho.inc.c b/src/game/behaviors/heave_ho.inc.c index 1a247607..bb35cd67 100644 --- a/src/game/behaviors/heave_ho.inc.c +++ b/src/game/behaviors/heave_ho.inc.c @@ -4,6 +4,8 @@ s16 D_8032F460[][2] = { { 30, 0 }, { 42, 1 }, { 52, 0 }, { 64, 1 }, { 74, 0 }, { 86, 1 }, { 96, 0 }, { 108, 1 }, { 118, 0 }, { -1, 0 }, }; void bhv_heave_ho_throw_mario_loop(void) { + struct MarioState* marioState = nearest_mario_state_to_object(o); + struct Object* player = marioState->marioObj; o->oParentRelativePosX = 200.0f; o->oParentRelativePosY = -50.0f; o->oParentRelativePosZ = 0.0f; @@ -15,9 +17,9 @@ void bhv_heave_ho_throw_mario_loop(void) { break; case 2: cur_obj_play_sound_2(SOUND_OBJ_HEAVEHO_TOSSED); - gMarioObject->oInteractStatus |= INT_STATUS_MARIO_UNK2; - gMarioStates->forwardVel = -45.0f; - gMarioStates->vel[1] = 95.0f; + player->oInteractStatus |= INT_STATUS_MARIO_UNK2; + marioState->forwardVel = -45.0f; + marioState->vel[1] = 95.0f; o->parentObj->oHeaveHoUnk88 = 0; break; } @@ -41,10 +43,13 @@ void heave_ho_act_1(void) { } void heave_ho_act_2(void) { + struct Object* player = nearest_player_to_object(o); + int angleToPlayer = obj_angle_to_object(o, player); + UNUSED s32 unused; s16 angleVel; if (1000.0f < cur_obj_lateral_dist_from_mario_to_home()) - o->oAngleToMario = cur_obj_angle_to_home(); + angleToPlayer = cur_obj_angle_to_home(); if (o->oTimer > 150) { o->oHeaveHoUnkF4 = (302 - o->oTimer) / 152.0f; if (o->oHeaveHoUnkF4 < 0.1) { @@ -56,7 +61,7 @@ void heave_ho_act_2(void) { cur_obj_init_animation_with_accel_and_sound(0, o->oHeaveHoUnkF4); o->oForwardVel = o->oHeaveHoUnkF4 * 10.0f; angleVel = o->oHeaveHoUnkF4 * 0x400; - o->oMoveAngleYaw = approach_s16_symmetric(o->oMoveAngleYaw, o->oAngleToMario, angleVel); + o->oMoveAngleYaw = approach_s16_symmetric(o->oMoveAngleYaw, angleToPlayer, angleVel); } void heave_ho_act_3(void) { @@ -73,7 +78,9 @@ void heave_ho_act_3(void) { void heave_ho_act_0(void) { #ifndef NODRAWINGDISTANCE - if (find_water_level(o->oPosX, o->oPosZ) < o->oPosY && o->oDistanceToMario < 4000.0f) { + struct Object* player = nearest_player_to_object(o); + int distanceToPlayer = dist_between_objects(o, player); + if (find_water_level(o->oPosX, o->oPosZ) < o->oPosY && distanceToPlayer < 4000.0f) { #else if (find_water_level(o->oPosX, o->oPosZ) < (o->oPosY - 50.0f)) { #endif @@ -109,6 +116,15 @@ void heave_ho_move(void) { } void bhv_heave_ho_loop(void) { + if (!network_sync_object_initialized(o)) { + network_init_object(o, 4000.0f); + network_init_object_field(o, &o->oHeaveHoUnk88); + network_init_object_field(o, &o->oHeaveHoUnkF4); + network_init_object_field(o, &o->oInteractStatus); + network_init_object_field(o, &o->oGraphYOffset); + network_init_object_field(o, &o->oFaceAngleYaw); + } + cur_obj_scale(2.0f); switch (o->oHeldState) { case HELD_FREE: