Bug reported by somario360:
After I (Luigi) exited the slide in CCM, an error message appeared and ignoring would make it pop up again.
This was due to the sync ID reservation system not being flushed and
reset on area change.
Bug reported by somario360:
When trying to open the cannon in a level (so far tested in BOB & WF) the cannon dialogue will repeat infinitely. Sometimes the cannon will open, but the game will crash after.
The code I had written previously to prevent softlocks ended up causing
them due to a incorrect check of activeFlags.
Synchronized currentRoom per-player
Synchronized haunted bookshelf, and the bookshelf manager
Synchronized haunted chairs
Synchronized mad piano
Synchronized BBH's tilting trap, and made the physics multiple-player-aware
Synchronized scuttlebugs
Synchronized every variety of Boo
Synchronized elevators
Synchronized flamethrowers
Synchronized the various types of enemy books
Synchronized the book switches
Synchronized jumping box
Made coffins multiple-player-aware
Fixed everything that used gMarioState as an array instead of gMarioStates
Prevented some NPC-dialog softlocks
Prevented the remote player from messing up the local's camera settings
Possibly fixed the relatively rare chain chomp softlock
Possibly fixed the relatively rare chain hoot softlock
Fixed the first-person-camera softlock
Forced camera code to use the correct mario struct
This allows clients to spawn a new sync object after the level loads and synchronize it.
Changed how un-initialized sync objects are detected
Koopa shells are the first thing to use this new system
Removed network_object_settings() command, instead explicitly setting the sync object parameters