Style fixes; attempt to match help_system NONMATCHING

This commit is contained in:
PikalaxALT
2021-03-21 20:28:42 -04:00
parent 30c265118c
commit f6565a15d4
18 changed files with 116 additions and 109 deletions
+16 -16
View File
@@ -86,9 +86,9 @@ static bool8 MetatileAtCoordsIsWaterTile(s16 x, s16 y);
static void HandleWarpArrowSpriteHideShow(struct ObjectEvent * playerObjEvent);
static void StartStrengthAnim(u8 objectEventId, u8 direction);
static void Task_BumpBoulder(u8 taskId);
static bool8 do_boulder_init(struct Task * task, struct ObjectEvent * playerObj, struct ObjectEvent * boulderObj);
static bool8 do_boulder_dust(struct Task * task, struct ObjectEvent * playerObj, struct ObjectEvent * boulderObj);
static bool8 do_boulder_finish(struct Task * task, struct ObjectEvent * playerObj, struct ObjectEvent * boulderObj);
static bool8 DoBoulderInit(struct Task * task, struct ObjectEvent * playerObj, struct ObjectEvent * boulderObj);
static bool8 DoBoulderDust(struct Task * task, struct ObjectEvent * playerObj, struct ObjectEvent * boulderObj);
static bool8 DoBoulderFinish(struct Task * task, struct ObjectEvent * playerObj, struct ObjectEvent * boulderObj);
static void DoPlayerMatJump(void);
static void DoPlayerAvatarSecretBaseMatJump(u8 taskId);
static bool8 PlayerAvatar_DoSecretBaseMatJump(struct Task * task, struct ObjectEvent * playerObj);
@@ -679,14 +679,14 @@ void SetPlayerAvatarTransitionFlags(u16 flags)
}
static void (*const sPlayerAvatarTransitionFuncs[])(struct ObjectEvent *) = {
[PLAYER_AVATAR_STATE_NORMAL] = PlayerAvatarTransition_Normal,
[PLAYER_AVATAR_STATE_MACH_BIKE] = PlayerAvatarTransition_Bike,
[PLAYER_AVATAR_STATE_ACRO_BIKE] = PlayerAvatarTransition_Bike,
[PLAYER_AVATAR_STATE_SURFING] = PlayerAvatarTransition_Surfing,
[PLAYER_AVATAR_STATE_UNDERWATER] = PlayerAvatarTransition_Underwater,
[PLAYER_AVATAR_STATE_NORMAL] = PlayerAvatarTransition_Normal,
[PLAYER_AVATAR_STATE_MACH_BIKE] = PlayerAvatarTransition_Bike,
[PLAYER_AVATAR_STATE_ACRO_BIKE] = PlayerAvatarTransition_Bike,
[PLAYER_AVATAR_STATE_SURFING] = PlayerAvatarTransition_Surfing,
[PLAYER_AVATAR_STATE_UNDERWATER] = PlayerAvatarTransition_Underwater,
[PLAYER_AVATAR_STATE_CONTROLLABLE] = PlayerAvatarTransition_ReturnToField,
[PLAYER_AVATAR_STATE_FORCED] = PlayerAvatarTransition_Dummy,
[PLAYER_AVATAR_STATE_DASH] = PlayerAvatarTransition_Dummy
[PLAYER_AVATAR_STATE_FORCED] = PlayerAvatarTransition_Dummy,
[PLAYER_AVATAR_STATE_DASH] = PlayerAvatarTransition_Dummy
};
static void DoPlayerAvatarTransition(void)
@@ -1385,9 +1385,9 @@ static void HandleWarpArrowSpriteHideShow(struct ObjectEvent *objectEvent)
}
static bool8 (*const sBoulderTaskSteps[])(struct Task * task, struct ObjectEvent * playerObj, struct ObjectEvent * boulderObj) = {
do_boulder_init,
do_boulder_dust,
do_boulder_finish
DoBoulderInit,
DoBoulderDust,
DoBoulderFinish
};
static void StartStrengthAnim(u8 a, u8 b)
@@ -1407,7 +1407,7 @@ static void Task_BumpBoulder(u8 taskId)
;
}
static bool8 do_boulder_init(struct Task *task, struct ObjectEvent *playerObject, struct ObjectEvent *strengthObject)
static bool8 DoBoulderInit(struct Task *task, struct ObjectEvent *playerObject, struct ObjectEvent *strengthObject)
{
ScriptContext2_Enable();
gPlayerAvatar.preventStep = TRUE;
@@ -1415,7 +1415,7 @@ static bool8 do_boulder_init(struct Task *task, struct ObjectEvent *playerObject
return FALSE;
}
static bool8 do_boulder_dust(struct Task *task, struct ObjectEvent *playerObject, struct ObjectEvent *strengthObject)
static bool8 DoBoulderDust(struct Task *task, struct ObjectEvent *playerObject, struct ObjectEvent *strengthObject)
{
if (!ObjectEventIsMovementOverridden(playerObject)
&& !ObjectEventIsMovementOverridden(strengthObject))
@@ -1435,7 +1435,7 @@ static bool8 do_boulder_dust(struct Task *task, struct ObjectEvent *playerObject
return FALSE;
}
static bool8 do_boulder_finish(struct Task *task, struct ObjectEvent *playerObject, struct ObjectEvent *strengthObject)
static bool8 DoBoulderFinish(struct Task *task, struct ObjectEvent *playerObject, struct ObjectEvent *strengthObject)
{
if (ObjectEventCheckHeldMovementStatus(playerObject)
&& ObjectEventCheckHeldMovementStatus(strengthObject))