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Fixed crash in act_dile()
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parent
c7edf85ad9
commit
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1 changed files with 3 additions and 2 deletions
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@ -129,7 +129,7 @@ s32 act_idle(struct MarioState *m) {
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extern bool gDjuiInMainMenu;
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if (m->actionState == 3) {
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if ((m->area->terrainType & TERRAIN_MASK) == TERRAIN_SNOW) {
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if (m->area && ((m->area->terrainType & TERRAIN_MASK) == TERRAIN_SNOW)) {
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return set_mario_action(m, ACT_SHIVERING, 0);
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} else {
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if (!gDjuiInMainMenu) {
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@ -168,7 +168,7 @@ s32 act_idle(struct MarioState *m) {
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// actionTimer is used to track how many cycles have passed.
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if (++m->actionState == 3) {
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f32 deltaYOfFloorBehindMario = m->pos[1] - find_floor_height_relative_polar(m, -0x8000, 60.0f);
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if (deltaYOfFloorBehindMario < -24.0f || 24.0f < deltaYOfFloorBehindMario || m->floor->flags & SURFACE_FLAG_DYNAMIC) {
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if (deltaYOfFloorBehindMario < -24.0f || 24.0f < deltaYOfFloorBehindMario || (m->floor && (m->floor->flags & SURFACE_FLAG_DYNAMIC)) {
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m->actionState = 0;
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} else {
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// If Mario hasn't turned his head 10 times yet, stay idle instead of going to sleep.
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@ -188,6 +188,7 @@ s32 act_idle(struct MarioState *m) {
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void play_anim_sound(struct MarioState *m, u32 actionState, s32 animFrame, u32 sound) {
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if (!m) { return; }
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if (!m->marioObj) { return; }
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if (m->actionState == actionState && m->marioObj->header.gfx.animInfo.animFrame == animFrame) {
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play_sound(sound, m->marioObj->header.gfx.cameraToObject);
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}
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