fix static var names
This commit is contained in:
+22
-22
@@ -24,7 +24,7 @@
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EWRAM_DATA static const u8 *sBattleAnimScriptPtr = NULL;
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EWRAM_DATA static const u8 *sBattleAnimScriptRetAddr = NULL;
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EWRAM_DATA void (*gAnimScriptCallback)(void) = NULL;
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EWRAM_DATA static s8 gAnimFramesToWait = 0;
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EWRAM_DATA static s8 sAnimFramesToWait = 0;
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EWRAM_DATA bool8 gAnimScriptActive = FALSE;
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EWRAM_DATA u8 gAnimVisualTaskCount = 0;
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EWRAM_DATA u8 gAnimSoundTaskCount = 0;
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@@ -1792,7 +1792,7 @@ void ClearBattleAnimationVars(void)
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{
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s32 i;
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gAnimFramesToWait = 0;
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sAnimFramesToWait = 0;
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gAnimScriptActive = FALSE;
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gAnimVisualTaskCount = 0;
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gAnimSoundTaskCount = 0;
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@@ -1852,7 +1852,7 @@ void LaunchBattleAnimation(const u8 *const animsTable[], u16 tableId, bool8 isMo
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sMonAnimTaskIdArray[1] = (s8)-1;
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sBattleAnimScriptPtr = animsTable[tableId];
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gAnimScriptActive = TRUE;
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gAnimFramesToWait = 0;
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sAnimFramesToWait = 0;
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gAnimScriptCallback = RunAnimScriptCommand;
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for (i = 0; i < ANIM_SPRITE_INDEX_COUNT; i++)
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@@ -1925,14 +1925,14 @@ static void ClearSpriteIndex(u16 index)
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static void WaitAnimFrameCount(void)
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{
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if (gAnimFramesToWait <= 0)
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if (sAnimFramesToWait <= 0)
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{
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gAnimScriptCallback = RunAnimScriptCommand;
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gAnimFramesToWait = 0;
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sAnimFramesToWait = 0;
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}
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else
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{
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gAnimFramesToWait--;
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sAnimFramesToWait--;
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}
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}
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@@ -1941,7 +1941,7 @@ static void RunAnimScriptCommand(void)
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do
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{
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sScriptCmdTable[sBattleAnimScriptPtr[0]]();
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} while (gAnimFramesToWait == 0 && gAnimScriptActive);
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} while (sAnimFramesToWait == 0 && gAnimScriptActive);
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}
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static void ScriptCmd_loadspritegfx(void)
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@@ -1954,7 +1954,7 @@ static void ScriptCmd_loadspritegfx(void)
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LoadCompressedSpritePaletteUsingHeap(&gBattleAnimPaletteTable[GET_TRUE_SPRITE_INDEX(index)]);
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sBattleAnimScriptPtr += 2;
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AddSpriteIndex(GET_TRUE_SPRITE_INDEX(index));
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gAnimFramesToWait = 1;
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sAnimFramesToWait = 1;
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gAnimScriptCallback = WaitAnimFrameCount;
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}
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@@ -2057,9 +2057,9 @@ static void ScriptCmd_createvisualtask(void)
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static void ScriptCmd_delay(void)
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{
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sBattleAnimScriptPtr++;
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gAnimFramesToWait = sBattleAnimScriptPtr[0];
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if (gAnimFramesToWait == 0)
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gAnimFramesToWait = -1;
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sAnimFramesToWait = sBattleAnimScriptPtr[0];
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if (sAnimFramesToWait == 0)
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sAnimFramesToWait = -1;
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sBattleAnimScriptPtr++;
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gAnimScriptCallback = WaitAnimFrameCount;
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}
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@@ -2069,11 +2069,11 @@ static void ScriptCmd_waitforvisualfinish(void)
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if (gAnimVisualTaskCount == 0)
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{
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sBattleAnimScriptPtr++;
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gAnimFramesToWait = 0;
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sAnimFramesToWait = 0;
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}
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else
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{
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gAnimFramesToWait = 1;
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sAnimFramesToWait = 1;
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}
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}
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@@ -2095,7 +2095,7 @@ static void ScriptCmd_end(void)
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|| sMonAnimTaskIdArray[0] != 0xFF || sMonAnimTaskIdArray[1] != 0xFF)
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{
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sSoundAnimFramesToWait = 0;
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gAnimFramesToWait = 1;
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sAnimFramesToWait = 1;
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return;
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}
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@@ -2104,7 +2104,7 @@ static void ScriptCmd_end(void)
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{
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if (++sSoundAnimFramesToWait <= 90) // Wait 90 frames, then halt the sound effect.
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{
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gAnimFramesToWait = 1;
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sAnimFramesToWait = 1;
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return;
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}
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else
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@@ -2760,11 +2760,11 @@ static void ScriptCmd_waitbgfadeout(void)
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if (sAnimBackgroundFadeState == 2)
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{
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sBattleAnimScriptPtr++;
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gAnimFramesToWait = 0;
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sAnimFramesToWait = 0;
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}
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else
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{
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gAnimFramesToWait = 1;
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sAnimFramesToWait = 1;
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}
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}
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@@ -2773,11 +2773,11 @@ static void ScriptCmd_waitbgfadein(void)
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if (sAnimBackgroundFadeState == 0)
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{
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sBattleAnimScriptPtr++;
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gAnimFramesToWait = 0;
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sAnimFramesToWait = 0;
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}
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else
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{
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gAnimFramesToWait = 1;
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sAnimFramesToWait = 1;
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}
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}
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@@ -3159,7 +3159,7 @@ static void ScriptCmd_waitsound(void)
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if (gAnimSoundTaskCount != 0)
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{
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sSoundAnimFramesToWait = 0;
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gAnimFramesToWait = 1;
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sAnimFramesToWait = 1;
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}
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else if (IsSEPlaying())
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{
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@@ -3171,14 +3171,14 @@ static void ScriptCmd_waitsound(void)
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}
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else
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{
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gAnimFramesToWait = 1;
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sAnimFramesToWait = 1;
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}
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}
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else
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{
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sSoundAnimFramesToWait = 0;
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sBattleAnimScriptPtr++;
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gAnimFramesToWait = 0;
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sAnimFramesToWait = 0;
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}
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}
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