mirror of https://github.com/sm64pc/sm64pc.git
Merge pull request #123 from HeavenVolkoff/wf_no_drawing_distance
Fix Whomp, PiranhaPlant and Walking Penguin not appearing from a distance
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commit
6c4bf44d93
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@ -328,7 +328,7 @@ void (*TablePiranhaPlantActions[])(void) = {
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*/
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*/
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void bhv_piranha_plant_loop(void) {
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void bhv_piranha_plant_loop(void) {
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cur_obj_call_action_function(TablePiranhaPlantActions);
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cur_obj_call_action_function(TablePiranhaPlantActions);
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#ifndef NODRAWINGDISTANCE
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// In WF, hide all Piranha Plants once high enough up.
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// In WF, hide all Piranha Plants once high enough up.
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if (gCurrLevelNum == LEVEL_WF) {
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if (gCurrLevelNum == LEVEL_WF) {
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if (gMarioObject->oPosY > 3400.0f)
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if (gMarioObject->oPosY > 3400.0f)
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@ -336,5 +336,6 @@ void bhv_piranha_plant_loop(void) {
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else
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else
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cur_obj_unhide();
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cur_obj_unhide();
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}
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}
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#endif
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o->oInteractStatus = 0;
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o->oInteractStatus = 0;
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}
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}
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@ -97,7 +97,9 @@ void bhv_sl_walking_penguin_loop(void) {
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}
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}
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cur_obj_move_standard(-78);
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cur_obj_move_standard(-78);
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#ifndef NODRAWINGDISTANCE
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if (!cur_obj_hide_if_mario_far_away_y(1000.0f))
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if (!cur_obj_hide_if_mario_far_away_y(1000.0f))
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#endif
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play_penguin_walking_sound(PENGUIN_WALK_BIG);
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play_penguin_walking_sound(PENGUIN_WALK_BIG);
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// Adjust the position to get a point better lined up with the visual model, for stopping the wind.
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// Adjust the position to get a point better lined up with the visual model, for stopping the wind.
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@ -246,10 +246,14 @@ void bhv_whomp_loop(void) {
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cur_obj_call_action_function(sWhompActions);
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cur_obj_call_action_function(sWhompActions);
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cur_obj_move_standard(-20);
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cur_obj_move_standard(-20);
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if (o->oAction != 9) {
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if (o->oAction != 9) {
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#ifndef NODRAWINGDISTANCE
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// o->oBehParams2ndByte here seems to be a flag
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// indicating whether this is a normal or king whomp
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if (o->oBehParams2ndByte != 0)
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if (o->oBehParams2ndByte != 0)
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cur_obj_hide_if_mario_far_away_y(2000.0f);
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cur_obj_hide_if_mario_far_away_y(2000.0f);
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else
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else
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cur_obj_hide_if_mario_far_away_y(1000.0f);
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cur_obj_hide_if_mario_far_away_y(1000.0f);
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#endif
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load_object_collision_model();
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load_object_collision_model();
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}
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}
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}
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}
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