Document remaining movement types and actions

This commit is contained in:
cbt6
2022-08-16 12:24:18 +08:00
parent f1fddd83f9
commit 73f8a54aa9
6 changed files with 148 additions and 146 deletions
+9 -7
View File
@@ -640,9 +640,9 @@ void VsSeekerResetObjectMovementAfterChargeComplete(void)
{
if ((templates[i].trainerType == TRAINER_TYPE_NORMAL
|| templates[i].trainerType == TRAINER_TYPE_BURIED)
&& (templates[i].movementType == MOVEMENT_TYPE_VS_SEEKER_4D
|| templates[i].movementType == MOVEMENT_TYPE_VS_SEEKER_4E
|| templates[i].movementType == MOVEMENT_TYPE_VS_SEEKER_4F))
&& (templates[i].movementType == MOVEMENT_TYPE_RAISE_HAND_AND_STOP
|| templates[i].movementType == MOVEMENT_TYPE_RAISE_HAND_AND_JUMP
|| templates[i].movementType == MOVEMENT_TYPE_RAISE_HAND_AND_SWIM))
{
movementType = GetRandomFaceDirectionMovementType();
TryGetObjectEventIdByLocalIdAndMap(templates[i].localId, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &objEventId);
@@ -700,7 +700,9 @@ static void ResetMovementOfRematchableTrainers(void)
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
{
struct ObjectEvent * objectEvent = &gObjectEvents[i];
if (objectEvent->movementType == MOVEMENT_TYPE_VS_SEEKER_4D || objectEvent->movementType == MOVEMENT_TYPE_VS_SEEKER_4E || objectEvent->movementType == MOVEMENT_TYPE_VS_SEEKER_4F)
if (objectEvent->movementType == MOVEMENT_TYPE_RAISE_HAND_AND_STOP
|| objectEvent->movementType == MOVEMENT_TYPE_RAISE_HAND_AND_JUMP
|| objectEvent->movementType == MOVEMENT_TYPE_RAISE_HAND_AND_SWIM)
{
u8 movementType = GetRandomFaceDirectionMovementType();
if (objectEvent->active && gSprites[objectEvent->spriteId].data[0] == i)
@@ -1142,13 +1144,13 @@ static u8 GetRunningBehaviorFromGraphicsId(u8 graphicsId)
case OBJ_EVENT_GFX_BLACKBELT:
case OBJ_EVENT_GFX_HIKER:
case OBJ_EVENT_GFX_SAILOR:
return MOVEMENT_TYPE_VS_SEEKER_4E;
return MOVEMENT_TYPE_RAISE_HAND_AND_JUMP;
case OBJ_EVENT_GFX_TUBER_M_WATER:
case OBJ_EVENT_GFX_SWIMMER_M_WATER:
case OBJ_EVENT_GFX_SWIMMER_F_WATER:
return MOVEMENT_TYPE_VS_SEEKER_4F;
return MOVEMENT_TYPE_RAISE_HAND_AND_SWIM;
default:
return MOVEMENT_TYPE_VS_SEEKER_4D;
return MOVEMENT_TYPE_RAISE_HAND_AND_STOP;
}
}