Rename movement action 0x9F

This commit is contained in:
cbt6
2022-02-28 23:12:57 +08:00
parent 759f373d31
commit 0aaae88d6e
5 changed files with 6 additions and 6 deletions
+1 -1
View File
@@ -124,7 +124,7 @@
create_movement walk_slowest_up
create_movement walk_slowest_left
create_movement walk_slowest_right
create_movement shake_head
create_movement shake_head_or_walk_in_place
enum_start 0xa6
create_movement jump_special_with_effect_down
+1 -1
View File
@@ -247,7 +247,7 @@
#define MOVEMENT_ACTION_WALK_SLOWEST_UP 0x9C
#define MOVEMENT_ACTION_WALK_SLOWEST_LEFT 0x9D
#define MOVEMENT_ACTION_WALK_SLOWEST_RIGHT 0x9E
#define MOVEMENT_ACTION_SHAKE_HEAD 0x9F
#define MOVEMENT_ACTION_SHAKE_HEAD_OR_WALK_IN_PLACE 0x9F
#define MOVEMENT_ACTION_0xA0 0xA0
#define MOVEMENT_ACTION_0xA1 0xA1
#define MOVEMENT_ACTION_0xA2 0xA2
+1 -1
View File
@@ -56,7 +56,7 @@ void PlayerFaceDirection(u8 direction);
void PlayerFaceDirectionFast(u8 direction);
void PlayerTurnInPlace(u8 direction);
void PlayerJumpLedge(u8 direction);
void PlayerShakeHead(void);
void PlayerShakeHeadOrWalkInPlace(void);
void player_step(u8 direction, u16 newKeys, u16 heldKeys);
bool32 PlayerIsMovingOnRockStairs(u8 direction);
void UpdatePlayerAvatarTransitionState(void);
@@ -622,7 +622,7 @@ bool8 (*const *const gMovementActionFuncs[])(struct ObjectEvent *, struct Sprite
[MOVEMENT_ACTION_WALK_SLOWEST_UP] = sMovementActionFuncs_x9C,
[MOVEMENT_ACTION_WALK_SLOWEST_LEFT] = sMovementActionFuncs_x9D,
[MOVEMENT_ACTION_WALK_SLOWEST_RIGHT] = sMovementActionFuncs_x9E,
[MOVEMENT_ACTION_SHAKE_HEAD] = sMovementActionFuncs_x9F,
[MOVEMENT_ACTION_SHAKE_HEAD_OR_WALK_IN_PLACE] = sMovementActionFuncs_x9F,
[MOVEMENT_ACTION_0xA0] = sMovementActionFuncs_xA0,
[MOVEMENT_ACTION_0xA1] = sMovementActionFuncs_xA1,
[MOVEMENT_ACTION_0xA2] = sMovementActionFuncs_xA2,
+2 -2
View File
@@ -909,9 +909,9 @@ void PlayerJumpLedge(u8 direction)
PlayerSetAnimId(GetJump2MovementAction(direction), 8);
}
void PlayerShakeHead(void)
void PlayerShakeHeadOrWalkInPlace(void)
{
PlayerSetAnimId(MOVEMENT_ACTION_SHAKE_HEAD, 0);
PlayerSetAnimId(MOVEMENT_ACTION_SHAKE_HEAD_OR_WALK_IN_PLACE, 0);
}
void HandleEnforcedLookDirectionOnPlayerStopMoving(void)