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Fixed Dampe spwaning again. (#238)
See 9b22c8f830
Co-authored-by: DaMarkov <DaMarkovZED@gmail.com>
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@ -101,6 +101,8 @@ static void* sEyesTextures[] = {
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gDampeEyeClosedTex,
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};
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static s32 gDampeSpawnFlag = 0;//Flag to ensure that Damp is only spawned once
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void EnPoRelay_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnPoRelay* pthis = (EnPoRelay*)thisx;
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@ -114,10 +116,15 @@ void EnPoRelay_Init(Actor* thisx, GlobalContext* globalCtx) {
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Lights_PointNoGlowSetInfo(&pthis->lightInfo, pthis->actor.home.pos.x, pthis->actor.home.pos.y, pthis->actor.home.pos.z,
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255, 255, 255, 200);
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pthis->lightColor.a = 255;
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Actor_SetTextWithPrefix(globalCtx, &pthis->actor, 65);
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pthis->textId = pthis->actor.textId;
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EnPoRelay_SetupIdle(pthis);
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if (gDampeSpawnFlag != 0) {//Has Dampe already been spawned?
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Actor_Kill(&pthis->actor);//Don't spawn again
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} else {
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gDampeSpawnFlag = 1;
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Actor_SetTextWithPrefix(globalCtx, &pthis->actor, 65);
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pthis->textId = pthis->actor.textId;
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EnPoRelay_SetupIdle(pthis);
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}
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pthis->actor.params &= 0x3F;
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}
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@ -464,4 +471,5 @@ void EnPoRelay_Reset(Actor* pthisx, GlobalContext* globalCtx) {
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D_80AD8D48 = { 0.0f, 1200.0f, 0.0f };
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gDampeSpawnFlag = 0;
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}
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