Style fixes; attempt to match help_system NONMATCHING
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+9
-9
@@ -127,7 +127,7 @@ static const u8 sBasePaletteGammaTypes[32] = {
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GAMMA_NORMAL,
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};
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const u16 gDefaultWeatherSpritePalette[] = INCBIN_U16("graphics/field_effects/unk_83C2CE0.gbapal");
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const u16 gDefaultWeatherSpritePalette[] = INCBIN_U16("graphics/weather/default.gbapal");
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const u16 gCloudsWeatherPalette[] = INCBIN_U16("graphics/weather/cloud.gbapal");
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const u16 gSandstormWeatherPalette[] = INCBIN_U16("graphics/weather/sandstorm.gbapal");
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const u8 gWeatherFogDiagonalTiles[] = INCBIN_U8("graphics/weather/fog_diagonal.4bpp");
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@@ -350,8 +350,8 @@ static void UpdateWeatherGammaShift(void)
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static void FadeInScreenWithWeather(void)
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{
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if (++gWeatherPtr->fade_in_counter > 1)
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gWeatherPtr->fade_in_active = 0;
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if (++gWeatherPtr->fadeInCounter > 1)
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gWeatherPtr->fadeInActive = 0;
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switch (gWeatherPtr->currWeather)
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{
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@@ -775,8 +775,8 @@ void FadeScreen(u8 mode, s8 delay)
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BeginNormalPaletteFade(0xFFFFFFFF, delay, 16, 0, fadeColor);
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gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_SCREEN_FADING_IN;
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gWeatherPtr->fade_in_active = 1;
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gWeatherPtr->fade_in_counter = 0;
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gWeatherPtr->fadeInActive = 1;
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gWeatherPtr->fadeInCounter = 0;
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Weather_SetBlendCoeffs(gWeatherPtr->currBlendEVA, gWeatherPtr->currBlendEVB);
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gWeatherPtr->readyForInit = TRUE;
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}
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@@ -843,8 +843,8 @@ void FadeSelectedPals(u8 mode, s8 delay, u32 selectedPalettes)
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BeginNormalPaletteFade(selectedPalettes, delay, 16, 0, fadeColor);
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gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_SCREEN_FADING_IN;
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gWeatherPtr->fade_in_active = 1;
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gWeatherPtr->fade_in_counter = 0;
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gWeatherPtr->fadeInActive = 1;
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gWeatherPtr->fadeInCounter = 0;
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Weather_SetBlendCoeffs(gWeatherPtr->currBlendEVA, gWeatherPtr->currBlendEVB);
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gWeatherPtr->readyForInit = TRUE;
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}
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@@ -864,7 +864,7 @@ void UpdateSpritePaletteWithWeather(u8 spritePaletteIndex)
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switch (gWeatherPtr->palProcessingState)
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{
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case WEATHER_PAL_STATE_SCREEN_FADING_IN:
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if (gWeatherPtr->fade_in_active != 0)
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if (gWeatherPtr->fadeInActive != 0)
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{
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if (gWeatherPtr->currWeather == WEATHER_FOG_HORIZONTAL)
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MarkFogSpritePalToLighten(paletteIndex);
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@@ -902,7 +902,7 @@ void ApplyWeatherGammaShiftToPal(u8 paletteIndex)
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static u8 IsWeatherFadingIn(void)
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{
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if (gWeatherPtr->palProcessingState == WEATHER_PAL_STATE_SCREEN_FADING_IN)
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return gWeatherPtr->fade_in_active;
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return gWeatherPtr->fadeInActive;
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else
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return 0;
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}
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