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Disable Fix Vine Fall when Climb Everything is enabled (#3439)
* Disable Fix Vine Fall when Climb Everything is enabled. * Remove option disabling.
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@ -10101,7 +10101,8 @@ void func_80847BA0(PlayState* play, Player* this) {
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D_808535F0 = func_80041DB8(&play->colCtx, this->actor.wallPoly, this->actor.wallBgId);
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if (CVarGetInteger("gFixVineFall", 0)) {
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// conflicts arise from these two being enabled at once, and with ClimbEverything on, FixVineFall is redundant anyway
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if (CVarGetInteger("gFixVineFall", 0) && !CVarGetInteger("gClimbEverything", 0)) {
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/* This fixes the "started climbing a wall and then immediately fell off" bug.
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* The main idea is if a climbing wall is detected, double-check that it will
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* still be valid once climbing begins by doing a second raycast with a small
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