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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wabberz 2020-05-16 20:34:50 +02:00 committed by GitHub
commit 6c4bf44d93
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3 changed files with 9 additions and 2 deletions

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@ -328,7 +328,7 @@ void (*TablePiranhaPlantActions[])(void) = {
*/ */
void bhv_piranha_plant_loop(void) { void bhv_piranha_plant_loop(void) {
cur_obj_call_action_function(TablePiranhaPlantActions); cur_obj_call_action_function(TablePiranhaPlantActions);
#ifndef NODRAWINGDISTANCE
// In WF, hide all Piranha Plants once high enough up. // In WF, hide all Piranha Plants once high enough up.
if (gCurrLevelNum == LEVEL_WF) { if (gCurrLevelNum == LEVEL_WF) {
if (gMarioObject->oPosY > 3400.0f) if (gMarioObject->oPosY > 3400.0f)
@ -336,5 +336,6 @@ void bhv_piranha_plant_loop(void) {
else else
cur_obj_unhide(); cur_obj_unhide();
} }
#endif
o->oInteractStatus = 0; o->oInteractStatus = 0;
} }

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@ -97,7 +97,9 @@ void bhv_sl_walking_penguin_loop(void) {
} }
cur_obj_move_standard(-78); cur_obj_move_standard(-78);
if (!cur_obj_hide_if_mario_far_away_y(1000.0f)) #ifndef NODRAWINGDISTANCE
if (!cur_obj_hide_if_mario_far_away_y(1000.0f))
#endif
play_penguin_walking_sound(PENGUIN_WALK_BIG); play_penguin_walking_sound(PENGUIN_WALK_BIG);
// Adjust the position to get a point better lined up with the visual model, for stopping the wind. // 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) {
cur_obj_call_action_function(sWhompActions); cur_obj_call_action_function(sWhompActions);
cur_obj_move_standard(-20); cur_obj_move_standard(-20);
if (o->oAction != 9) { if (o->oAction != 9) {
#ifndef NODRAWINGDISTANCE
// o->oBehParams2ndByte here seems to be a flag
// indicating whether this is a normal or king whomp
if (o->oBehParams2ndByte != 0) if (o->oBehParams2ndByte != 0)
cur_obj_hide_if_mario_far_away_y(2000.0f); cur_obj_hide_if_mario_far_away_y(2000.0f);
else else
cur_obj_hide_if_mario_far_away_y(1000.0f); cur_obj_hide_if_mario_far_away_y(1000.0f);
#endif
load_object_collision_model(); load_object_collision_model();
} }
} }