Remove unneeded pokedude macros
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@@ -1979,7 +1979,7 @@ static void PokedudeHandleCmd55(void)
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{
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gBattleOutcome = gBattleBufferA[gActiveBattler][1];
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FadeOutMapMusic(5);
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BeginFastPaletteFade(3);
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BeginFastPaletteFade(FAST_FADE_OUT_TO_BLACK);
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PokedudeBufferExecCompleted();
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if (!(gBattleTypeFlags & BATTLE_TYPE_IS_MASTER) && gBattleTypeFlags & BATTLE_TYPE_LINK)
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gBattlerControllerFuncs[gActiveBattler] = Pokedude_SetBattleEndCallbacks;
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@@ -1993,7 +1993,7 @@ static void PokedudeCmdEnd(void)
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struct PokedudeInputScript
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{
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// 0-3 for selection, 4 to repeat, 255 to end
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// 0-3 for selection, 4 to repeat action, 255 to repeat move
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u8 cursorPos[MAX_BATTLERS_COUNT];
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u8 delay[MAX_BATTLERS_COUNT];
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};
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@@ -2425,13 +2425,6 @@ static const struct PokedudeBattlePartyInfo *const sPokedudeBattlePartyPointers[
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struct PokedudeBattlerState *gPokedudeBattlerStates[MAX_BATTLERS_COUNT];
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#define PD_BTL_STATE(battler, idx) gPokedudeBattlerStates[battler]->idx]
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#define PD_BTL_ACTION(battler) PD_BTL_STATE((battler), 0)
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#define PD_BTL_MOVE(battler) PD_BTL_STATE((battler), 1)
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#define PD_BTL_DELAY(battler) PD_BTL_STATE((battler), 2)
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#define PD_BTL_MSG(battler) PD_BTL_STATE((battler), 3)
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#define PD_BTL_BG0Y(battler) PD_BTL_STATE((battler), 4)
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static void PokedudeSimulateInputChooseAction(void)
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{
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const struct PokedudeInputScript *script_p = sInputScripts_ChooseAction[gBattleStruct->pdScriptNum];
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