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https://github.com/ACreTeam/ac-decomp
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Add bugfix for 'invisible bug' glitch
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@@ -47,7 +47,13 @@ extern void aIKB_actor_init(ACTOR* actorx, GAME* game) {
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mActor_name_t* fg_p = mFI_GetUnitFG(actorx->world.position);
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int init_type;
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// @BUG - devs forgot to check for the item variants of the cedar tree.
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// This causes the 'invisible bug' glitch.
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#ifndef BUGFIXES
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if (fg_p != NULL && *fg_p == CEDAR_TREE) {
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#else
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if (fg_p != NULL && (*fg_p == CEDAR_TREE || *fg_p == CEDAR_TREE_BELLS || *fg_p == CEDAR_TREE_FTR || *fg_p == CEDAR_TREE_BEES || *fg_p == CEDAR_TREE_LIGHTS)) {
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#endif
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init_type = aIKB_INIT_CEDAR;
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} else {
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init_type = aIKB_INIT_TREE;
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@@ -71,7 +71,13 @@ extern void aISM_actor_init(ACTOR* actorx, GAME* game) {
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mActor_name_t* fg_p = mFI_GetUnitFG(actorx->world.position);
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int idx;
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// @BUG - devs forgot to check for the item variants of the cedar tree.
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// This causes the 'invisible bug' glitch.
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#ifndef BUGFIXES
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if (fg_p != NULL && *fg_p == CEDAR_TREE) {
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#else
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if (fg_p != NULL && (*fg_p == CEDAR_TREE || *fg_p == CEDAR_TREE_BELLS || *fg_p == CEDAR_TREE_FTR || *fg_p == CEDAR_TREE_BEES || *fg_p == CEDAR_TREE_LIGHTS)) {
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#endif
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idx = 1;
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} else {
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idx = 0;
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