Fix typo and sync bool-typed fields
This commit is contained in:
+16
-28
@@ -209,9 +209,9 @@ struct BerryCrushGame_Player
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struct BerryCrushGame_LocalState
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{
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u16 sendFlag;
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u8 endGame:1;
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u8 bigSparkle:1;
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u8 pushedAButton:1;
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bool8 endGame:1;
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bool8 bigSparkle:1;
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bool8 pushedAButton:1;
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u8 playerPressedAFlags:5;
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s8 vibration;
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u16 depth;
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@@ -224,9 +224,9 @@ struct BerryCrushGame_LinkState
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{
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u16 rfuCmd;
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u16 sendFlag;
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u8 endGame:1;
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u8 bigSparkle:1;
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u8 pushedAButton:1;
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bool8 endGame:1;
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bool8 bigSparkle:1;
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bool8 pushedAButton:1;
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u8 playerPressedAFlags:5;
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s8 vibration;
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u16 depth;
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@@ -235,18 +235,6 @@ struct BerryCrushGame_LinkState
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u16 sparkleAmount;
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};
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struct BerryCrushGame_40
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{
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s16 unk0;
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s16 unk2;
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s16 unk4;
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s16 unk6;
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s16 unk8;
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s16 unkA;
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s16 unkC;
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s16 unkE;
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};
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// Flags for the inputFlags field
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// Field is 16 bits; 3 bits for each player, last bit is unused
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// The first two bits are interchangeable
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@@ -331,11 +319,11 @@ struct BerryCrushGame
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s32 powder;
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s32 targetDepth;
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u8 newDepth;
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u8 noRoomForPowder:1; // Never read
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u8 newRecord:1;
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u8 playedSound:1;
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u8 endGame:1;
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u8 bigSparkle:1;
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bool8 noRoomForPowder:1; // Never read
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bool8 newRecord:1;
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bool8 playedSound:1;
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bool8 endGame:1;
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bool8 bigSparkle:1;
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u8 sparkleAmount:3;
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u16 leaderTimer;
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u16 timer;
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@@ -640,7 +628,7 @@ static const struct WindowTemplate sWindowTemplates_Results[] = {
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};
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static const u8 sResultsWindowHeights[][MAX_RFU_PLAYERS - 1] = {
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{ 6, 8, 9, 11 }, // "Preses" and "Neatness/Cooperative/Power" pages
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{ 6, 8, 9, 11 }, // "Presses" and "Neatness/Cooperative/Power" pages
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{ 12, 14, 15, 16 }, // "Crushing" page
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};
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@@ -1075,28 +1063,28 @@ static void SaveResults(void)
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case 2:
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if (sGame->pressingSpeed > gSaveBlock2Ptr->berryCrush.berryCrushResults[0])
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{
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sGame->newRecord = 1;
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sGame->newRecord = TRUE;
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gSaveBlock2Ptr->berryCrush.berryCrushResults[0] = sGame->pressingSpeed;
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}
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break;
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case 3:
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if (sGame->pressingSpeed > gSaveBlock2Ptr->berryCrush.berryCrushResults[1])
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{
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sGame->newRecord = 1;
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sGame->newRecord = TRUE;
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gSaveBlock2Ptr->berryCrush.berryCrushResults[1] = sGame->pressingSpeed;
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}
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break;
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case 4:
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if (sGame->pressingSpeed > gSaveBlock2Ptr->berryCrush.berryCrushResults[2])
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{
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sGame->newRecord = 1;
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sGame->newRecord = TRUE;
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gSaveBlock2Ptr->berryCrush.berryCrushResults[2] = sGame->pressingSpeed;
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}
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break;
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case 5:
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if (sGame->pressingSpeed > gSaveBlock2Ptr->berryCrush.berryCrushResults[3])
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{
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sGame->newRecord = 1;
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sGame->newRecord = TRUE;
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gSaveBlock2Ptr->berryCrush.berryCrushResults[3] = sGame->pressingSpeed;
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}
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break;
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