eventobject -> objectevent take 3

This commit is contained in:
garak
2019-12-17 18:49:34 -05:00
parent 47d9fbef93
commit ddaa88390e
26 changed files with 293 additions and 293 deletions
+7 -7
View File
@@ -41,7 +41,7 @@ struct BackupMapLayout
u16 *map;
};
struct EventObjectTemplate
struct ObjectEventTemplate
{
/*0x00*/ u8 localId;
/*0x01*/ u8 graphicsId;
@@ -101,12 +101,12 @@ struct BgEvent
struct MapEvents
{
u8 eventObjectCount;
u8 objectEventCount;
u8 warpCount;
u8 coordEventCount;
u8 bgEventCount;
struct EventObjectTemplate *eventObjects;
struct ObjectEventTemplate *objectEvents;
struct WarpEvent *warps;
struct CoordEvent *coordEvents;
struct BgEvent *bgEvents;
@@ -144,7 +144,7 @@ struct MapHeader
/* 0x1B */ u8 battleType;
};
struct EventObject
struct ObjectEvent
{
/*0x00*/ u32 active:1;
u32 singleMovementActive:1;
@@ -206,7 +206,7 @@ struct EventObject
/*size = 0x24*/
};
struct EventObjectGraphicsInfo
struct ObjectEventGraphicsInfo
{
/*0x00*/ u16 tileTag;
/*0x02*/ u16 paletteTag;
@@ -287,7 +287,7 @@ struct PlayerAvatar /* 0x202E858 */
/*0x02*/ u8 runningState; // this is a static running state. 00 is not moving, 01 is turn direction, 02 is moving.
/*0x03*/ u8 tileTransitionState; // this is a transition running state: 00 is not moving, 01 is transition between tiles, 02 means you are on the frame in which you have centered on a tile but are about to keep moving, even if changing directions. 2 is also used for a ledge hop, since you are transitioning.
/*0x04*/ u8 spriteId;
/*0x05*/ u8 eventObjectId;
/*0x05*/ u8 objectEventId;
/*0x06*/ bool8 preventStep;
/*0x07*/ u8 gender;
/*0x08*/ u8 acroBikeState; // 00 is normal, 01 is turning, 02 is standing wheelie, 03 is hopping wheelie
@@ -309,7 +309,7 @@ struct Camera
s32 y;
};
extern struct EventObject gObjectEvents[];
extern struct ObjectEvent gObjectEvents[];
extern u8 gSelectedObjectEvent;
extern struct MapHeader gMapHeader;
extern struct PlayerAvatar gPlayerAvatar;