Rename movement action 0x9F
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@@ -124,7 +124,7 @@
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create_movement walk_slowest_up
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create_movement walk_slowest_up
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create_movement walk_slowest_left
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create_movement walk_slowest_left
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create_movement walk_slowest_right
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create_movement walk_slowest_right
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create_movement shake_head
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create_movement shake_head_or_walk_in_place
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enum_start 0xa6
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enum_start 0xa6
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create_movement jump_special_with_effect_down
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create_movement jump_special_with_effect_down
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@@ -247,7 +247,7 @@
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#define MOVEMENT_ACTION_WALK_SLOWEST_UP 0x9C
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#define MOVEMENT_ACTION_WALK_SLOWEST_UP 0x9C
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#define MOVEMENT_ACTION_WALK_SLOWEST_LEFT 0x9D
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#define MOVEMENT_ACTION_WALK_SLOWEST_LEFT 0x9D
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#define MOVEMENT_ACTION_WALK_SLOWEST_RIGHT 0x9E
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#define MOVEMENT_ACTION_WALK_SLOWEST_RIGHT 0x9E
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#define MOVEMENT_ACTION_SHAKE_HEAD 0x9F
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#define MOVEMENT_ACTION_SHAKE_HEAD_OR_WALK_IN_PLACE 0x9F
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#define MOVEMENT_ACTION_0xA0 0xA0
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#define MOVEMENT_ACTION_0xA0 0xA0
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#define MOVEMENT_ACTION_0xA1 0xA1
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#define MOVEMENT_ACTION_0xA1 0xA1
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#define MOVEMENT_ACTION_0xA2 0xA2
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#define MOVEMENT_ACTION_0xA2 0xA2
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@@ -56,7 +56,7 @@ void PlayerFaceDirection(u8 direction);
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void PlayerFaceDirectionFast(u8 direction);
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void PlayerFaceDirectionFast(u8 direction);
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void PlayerTurnInPlace(u8 direction);
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void PlayerTurnInPlace(u8 direction);
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void PlayerJumpLedge(u8 direction);
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void PlayerJumpLedge(u8 direction);
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void PlayerShakeHead(void);
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void PlayerShakeHeadOrWalkInPlace(void);
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void player_step(u8 direction, u16 newKeys, u16 heldKeys);
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void player_step(u8 direction, u16 newKeys, u16 heldKeys);
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bool32 PlayerIsMovingOnRockStairs(u8 direction);
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bool32 PlayerIsMovingOnRockStairs(u8 direction);
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void UpdatePlayerAvatarTransitionState(void);
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void UpdatePlayerAvatarTransitionState(void);
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@@ -622,7 +622,7 @@ bool8 (*const *const gMovementActionFuncs[])(struct ObjectEvent *, struct Sprite
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[MOVEMENT_ACTION_WALK_SLOWEST_UP] = sMovementActionFuncs_x9C,
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[MOVEMENT_ACTION_WALK_SLOWEST_UP] = sMovementActionFuncs_x9C,
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[MOVEMENT_ACTION_WALK_SLOWEST_LEFT] = sMovementActionFuncs_x9D,
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[MOVEMENT_ACTION_WALK_SLOWEST_LEFT] = sMovementActionFuncs_x9D,
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[MOVEMENT_ACTION_WALK_SLOWEST_RIGHT] = sMovementActionFuncs_x9E,
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[MOVEMENT_ACTION_WALK_SLOWEST_RIGHT] = sMovementActionFuncs_x9E,
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[MOVEMENT_ACTION_SHAKE_HEAD] = sMovementActionFuncs_x9F,
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[MOVEMENT_ACTION_SHAKE_HEAD_OR_WALK_IN_PLACE] = sMovementActionFuncs_x9F,
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[MOVEMENT_ACTION_0xA0] = sMovementActionFuncs_xA0,
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[MOVEMENT_ACTION_0xA0] = sMovementActionFuncs_xA0,
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[MOVEMENT_ACTION_0xA1] = sMovementActionFuncs_xA1,
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[MOVEMENT_ACTION_0xA1] = sMovementActionFuncs_xA1,
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[MOVEMENT_ACTION_0xA2] = sMovementActionFuncs_xA2,
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[MOVEMENT_ACTION_0xA2] = sMovementActionFuncs_xA2,
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@@ -909,9 +909,9 @@ void PlayerJumpLedge(u8 direction)
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PlayerSetAnimId(GetJump2MovementAction(direction), 8);
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PlayerSetAnimId(GetJump2MovementAction(direction), 8);
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}
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}
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void PlayerShakeHead(void)
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void PlayerShakeHeadOrWalkInPlace(void)
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{
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{
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PlayerSetAnimId(MOVEMENT_ACTION_SHAKE_HEAD, 0);
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PlayerSetAnimId(MOVEMENT_ACTION_SHAKE_HEAD_OR_WALK_IN_PLACE, 0);
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}
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}
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void HandleEnforcedLookDirectionOnPlayerStopMoving(void)
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void HandleEnforcedLookDirectionOnPlayerStopMoving(void)
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