Some documentation of transform types

This commit is contained in:
colonelsalt
2022-05-13 08:24:02 +01:00
parent 6cf06255c0
commit ed9dcb2fbe
+4 -5
View File
@@ -650,7 +650,7 @@ void CopyBattleSpriteInvisibility(u8 battlerId)
gBattleSpritesDataPtr->battlerData[battlerId].invisible = gSprites[gBattlerSpriteIds[battlerId]].invisible; gBattleSpritesDataPtr->battlerData[battlerId].invisible = gSprites[gBattlerSpriteIds[battlerId]].invisible;
} }
void HandleSpeciesGfxDataChange(u8 battlerAtk, u8 battlerDef, u8 notTransform) void HandleSpeciesGfxDataChange(u8 battlerAtk, u8 battlerDef, u8 transformType)
{ {
u16 paletteOffset, targetSpecies; u16 paletteOffset, targetSpecies;
u32 personalityValue; u32 personalityValue;
@@ -659,8 +659,7 @@ void HandleSpeciesGfxDataChange(u8 battlerAtk, u8 battlerDef, u8 notTransform)
const u32 *lzPaletteData; const u32 *lzPaletteData;
void *buffer; void *buffer;
//TODO: notTransform is bool8 in pokeem. Document it with a more reasonable name here. if (transformType == 255) // Ghost unveiled with Silph Scope
if (notTransform == 255)
{ {
const void *src; const void *src;
void *dst; void *dst;
@@ -688,7 +687,7 @@ void HandleSpeciesGfxDataChange(u8 battlerAtk, u8 battlerDef, u8 notTransform)
UpdateNickInHealthbox(gHealthboxSpriteIds[battlerAtk], &gEnemyParty[gBattlerPartyIndexes[battlerAtk]]); UpdateNickInHealthbox(gHealthboxSpriteIds[battlerAtk], &gEnemyParty[gBattlerPartyIndexes[battlerAtk]]);
TryAddPokeballIconToHealthbox(gHealthboxSpriteIds[battlerAtk], 1); TryAddPokeballIconToHealthbox(gHealthboxSpriteIds[battlerAtk], 1);
} }
else if (notTransform) else if (transformType) // Castform form change
{ {
StartSpriteAnim(&gSprites[gBattlerSpriteIds[battlerAtk]], gBattleSpritesDataPtr->animationData->animArg); StartSpriteAnim(&gSprites[gBattlerSpriteIds[battlerAtk]], gBattleSpritesDataPtr->animationData->animArg);
paletteOffset = 0x100 + battlerAtk * 16; paletteOffset = 0x100 + battlerAtk * 16;
@@ -701,7 +700,7 @@ void HandleSpeciesGfxDataChange(u8 battlerAtk, u8 battlerDef, u8 notTransform)
} }
gSprites[gBattlerSpriteIds[battlerAtk]].y = GetBattlerSpriteDefault_Y(battlerAtk); gSprites[gBattlerSpriteIds[battlerAtk]].y = GetBattlerSpriteDefault_Y(battlerAtk);
} }
else else // Transform move
{ {
const void *src; const void *src;
void *dst; void *dst;