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Fixed Dampe spwaning again. (#238)

See 9b22c8f830

Co-authored-by: DaMarkov <DaMarkovZED@gmail.com>
This commit is contained in:
DaMarkov 2022-03-30 14:05:45 +02:00 committed by GitHub
parent 37d3746833
commit ab96dc2794
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@ -101,6 +101,8 @@ static void* sEyesTextures[] = {
gDampeEyeClosedTex,
};
static s32 gDampeSpawnFlag = 0;//Flag to ensure that Damp is only spawned once
void EnPoRelay_Init(Actor* thisx, GlobalContext* globalCtx) {
EnPoRelay* pthis = (EnPoRelay*)thisx;
@ -114,10 +116,15 @@ void EnPoRelay_Init(Actor* thisx, GlobalContext* globalCtx) {
Lights_PointNoGlowSetInfo(&pthis->lightInfo, pthis->actor.home.pos.x, pthis->actor.home.pos.y, pthis->actor.home.pos.z,
255, 255, 255, 200);
pthis->lightColor.a = 255;
Actor_SetTextWithPrefix(globalCtx, &pthis->actor, 65);
pthis->textId = pthis->actor.textId;
EnPoRelay_SetupIdle(pthis);
if (gDampeSpawnFlag != 0) {//Has Dampe already been spawned?
Actor_Kill(&pthis->actor);//Don't spawn again
} else {
gDampeSpawnFlag = 1;
Actor_SetTextWithPrefix(globalCtx, &pthis->actor, 65);
pthis->textId = pthis->actor.textId;
EnPoRelay_SetupIdle(pthis);
}
pthis->actor.params &= 0x3F;
}
@ -464,4 +471,5 @@ void EnPoRelay_Reset(Actor* pthisx, GlobalContext* globalCtx) {
D_80AD8D48 = { 0.0f, 1200.0f, 0.0f };
gDampeSpawnFlag = 0;
}