Sync LinkPlayer Struct with pokeemerald
In pokefirered, the `LinkPlayer` struct used an 11-byte name field and puts extra link-related info in the last three bytes. pokeemerald separates these last three bytes into their own fields. This commit replicates how pokeemerald handles those fields. Also renamed `IntlConvertLinkPlayerName` to pokeemerald's `ConvertLinkPlayerName` because I was there and noticed it.
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+5
-2
@@ -127,7 +127,10 @@ struct LinkPlayer
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/* 0x00 */ u16 version;
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/* 0x02 */ u16 lp_field_2;
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/* 0x04 */ u32 trainerId;
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/* 0x08 */ u8 name[11];
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/* 0x08 */ u8 name[PLAYER_NAME_LENGTH + 1];
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/* 0x10 */ u8 progressFlags; // (& 0x0F) is hasNationalDex, (& 0xF0) is hasClearedGame
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/* 0x11 */ u8 neverRead;
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/* 0x12 */ u8 progressFlagsCopy;
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/* 0x13 */ u8 gender;
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/* 0x14 */ u32 linkType;
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/* 0x18 */ u16 id; // battle bank in battles
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@@ -277,7 +280,7 @@ void CreateWirelessStatusIndicatorSprite(u8, u8);
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void sub_8009FE8(void);
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void ClearLinkCallback_2(void);
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void Rfu_SetLinkStandbyCallback(void);
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void IntlConvertLinkPlayerName(struct LinkPlayer * linkPlayer);
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void ConvertLinkPlayerName(struct LinkPlayer * linkPlayer);
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bool8 IsWirelessAdapterConnected(void);
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bool8 Link_PrepareCmd0xCCCC_Rfu0xA100(u8 blockRequestType);
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void LinkVSync(void);
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