fix static var names

This commit is contained in:
Evan
2019-12-07 18:09:22 -07:00
parent cb1e4ab326
commit 88fae7ed40
7 changed files with 844 additions and 842 deletions
+22 -22
View File
@@ -24,7 +24,7 @@
EWRAM_DATA static const u8 *sBattleAnimScriptPtr = NULL;
EWRAM_DATA static const u8 *sBattleAnimScriptRetAddr = NULL;
EWRAM_DATA void (*gAnimScriptCallback)(void) = NULL;
EWRAM_DATA static s8 gAnimFramesToWait = 0;
EWRAM_DATA static s8 sAnimFramesToWait = 0;
EWRAM_DATA bool8 gAnimScriptActive = FALSE;
EWRAM_DATA u8 gAnimVisualTaskCount = 0;
EWRAM_DATA u8 gAnimSoundTaskCount = 0;
@@ -1792,7 +1792,7 @@ void ClearBattleAnimationVars(void)
{
s32 i;
gAnimFramesToWait = 0;
sAnimFramesToWait = 0;
gAnimScriptActive = FALSE;
gAnimVisualTaskCount = 0;
gAnimSoundTaskCount = 0;
@@ -1852,7 +1852,7 @@ void LaunchBattleAnimation(const u8 *const animsTable[], u16 tableId, bool8 isMo
sMonAnimTaskIdArray[1] = (s8)-1;
sBattleAnimScriptPtr = animsTable[tableId];
gAnimScriptActive = TRUE;
gAnimFramesToWait = 0;
sAnimFramesToWait = 0;
gAnimScriptCallback = RunAnimScriptCommand;
for (i = 0; i < ANIM_SPRITE_INDEX_COUNT; i++)
@@ -1925,14 +1925,14 @@ static void ClearSpriteIndex(u16 index)
static void WaitAnimFrameCount(void)
{
if (gAnimFramesToWait <= 0)
if (sAnimFramesToWait <= 0)
{
gAnimScriptCallback = RunAnimScriptCommand;
gAnimFramesToWait = 0;
sAnimFramesToWait = 0;
}
else
{
gAnimFramesToWait--;
sAnimFramesToWait--;
}
}
@@ -1941,7 +1941,7 @@ static void RunAnimScriptCommand(void)
do
{
sScriptCmdTable[sBattleAnimScriptPtr[0]]();
} while (gAnimFramesToWait == 0 && gAnimScriptActive);
} while (sAnimFramesToWait == 0 && gAnimScriptActive);
}
static void ScriptCmd_loadspritegfx(void)
@@ -1954,7 +1954,7 @@ static void ScriptCmd_loadspritegfx(void)
LoadCompressedSpritePaletteUsingHeap(&gBattleAnimPaletteTable[GET_TRUE_SPRITE_INDEX(index)]);
sBattleAnimScriptPtr += 2;
AddSpriteIndex(GET_TRUE_SPRITE_INDEX(index));
gAnimFramesToWait = 1;
sAnimFramesToWait = 1;
gAnimScriptCallback = WaitAnimFrameCount;
}
@@ -2057,9 +2057,9 @@ static void ScriptCmd_createvisualtask(void)
static void ScriptCmd_delay(void)
{
sBattleAnimScriptPtr++;
gAnimFramesToWait = sBattleAnimScriptPtr[0];
if (gAnimFramesToWait == 0)
gAnimFramesToWait = -1;
sAnimFramesToWait = sBattleAnimScriptPtr[0];
if (sAnimFramesToWait == 0)
sAnimFramesToWait = -1;
sBattleAnimScriptPtr++;
gAnimScriptCallback = WaitAnimFrameCount;
}
@@ -2069,11 +2069,11 @@ static void ScriptCmd_waitforvisualfinish(void)
if (gAnimVisualTaskCount == 0)
{
sBattleAnimScriptPtr++;
gAnimFramesToWait = 0;
sAnimFramesToWait = 0;
}
else
{
gAnimFramesToWait = 1;
sAnimFramesToWait = 1;
}
}
@@ -2095,7 +2095,7 @@ static void ScriptCmd_end(void)
|| sMonAnimTaskIdArray[0] != 0xFF || sMonAnimTaskIdArray[1] != 0xFF)
{
sSoundAnimFramesToWait = 0;
gAnimFramesToWait = 1;
sAnimFramesToWait = 1;
return;
}
@@ -2104,7 +2104,7 @@ static void ScriptCmd_end(void)
{
if (++sSoundAnimFramesToWait <= 90) // Wait 90 frames, then halt the sound effect.
{
gAnimFramesToWait = 1;
sAnimFramesToWait = 1;
return;
}
else
@@ -2760,11 +2760,11 @@ static void ScriptCmd_waitbgfadeout(void)
if (sAnimBackgroundFadeState == 2)
{
sBattleAnimScriptPtr++;
gAnimFramesToWait = 0;
sAnimFramesToWait = 0;
}
else
{
gAnimFramesToWait = 1;
sAnimFramesToWait = 1;
}
}
@@ -2773,11 +2773,11 @@ static void ScriptCmd_waitbgfadein(void)
if (sAnimBackgroundFadeState == 0)
{
sBattleAnimScriptPtr++;
gAnimFramesToWait = 0;
sAnimFramesToWait = 0;
}
else
{
gAnimFramesToWait = 1;
sAnimFramesToWait = 1;
}
}
@@ -3159,7 +3159,7 @@ static void ScriptCmd_waitsound(void)
if (gAnimSoundTaskCount != 0)
{
sSoundAnimFramesToWait = 0;
gAnimFramesToWait = 1;
sAnimFramesToWait = 1;
}
else if (IsSEPlaying())
{
@@ -3171,14 +3171,14 @@ static void ScriptCmd_waitsound(void)
}
else
{
gAnimFramesToWait = 1;
sAnimFramesToWait = 1;
}
}
else
{
sSoundAnimFramesToWait = 0;
sBattleAnimScriptPtr++;
gAnimFramesToWait = 0;
sAnimFramesToWait = 0;
}
}