Misc missing constant use
This commit is contained in:
@@ -1112,10 +1112,10 @@ static void InitContestResources(void)
|
||||
|
||||
for (i = 0; i < CONTESTANT_COUNT; i++)
|
||||
{
|
||||
eContestantStatus[i].nextTurnOrder = 0xFF;
|
||||
eContestantStatus[i].nextTurnOrder = CONTESTANT_NONE;
|
||||
eContest.prevTurnOrder[i] = gContestantTurnOrder[i];
|
||||
}
|
||||
// Calling this here while all the nextTurnOrder values are 0xFF will actually
|
||||
// Calling this here while all the nextTurnOrder values are CONTESTANT_NONE will actually
|
||||
// just reverse the turn order.
|
||||
ApplyNextTurnOrder();
|
||||
memset(gContestResources->tv, 0, sizeof(*gContestResources->tv) * CONTESTANT_COUNT);
|
||||
@@ -2891,7 +2891,7 @@ void SetContestants(u8 contestType, u8 rank)
|
||||
opponents[opponentsCount++] = i;
|
||||
}
|
||||
}
|
||||
opponents[opponentsCount] = 0xFF;
|
||||
opponents[opponentsCount] = CONTESTANT_NONE;
|
||||
|
||||
// Choose three random opponents from the list
|
||||
for (i = 0; i < CONTESTANT_COUNT - 1; i++)
|
||||
@@ -2900,7 +2900,7 @@ void SetContestants(u8 contestType, u8 rank)
|
||||
s32 j;
|
||||
|
||||
gContestMons[i] = gContestOpponents[opponents[rnd]];
|
||||
for (j = rnd; opponents[j] != 0xFF; j++)
|
||||
for (j = rnd; opponents[j] != CONTESTANT_NONE; j++)
|
||||
opponents[j] = opponents[j + 1];
|
||||
opponentsCount--;
|
||||
}
|
||||
@@ -2940,7 +2940,7 @@ void SetLinkAIContestants(u8 contestType, u8 rank, bool32 isPostgame)
|
||||
|| (contestType == CONTEST_CATEGORY_TOUGH && gContestOpponents[i].aiPool_Tough))
|
||||
opponents[opponentsCount++] = i;
|
||||
}
|
||||
opponents[opponentsCount] = 0xFF;
|
||||
opponents[opponentsCount] = CONTESTANT_NONE;
|
||||
|
||||
// Fill remaining contestant slots with random AI opponents from the list
|
||||
for (i = 0; i < CONTESTANT_COUNT - gNumLinkContestPlayers; i++)
|
||||
@@ -2950,7 +2950,7 @@ void SetLinkAIContestants(u8 contestType, u8 rank, bool32 isPostgame)
|
||||
gContestMons[gNumLinkContestPlayers + i] = gContestOpponents[opponents[rnd]];
|
||||
StripPlayerNameForLinkContest(gContestMons[gNumLinkContestPlayers + i].trainerName);
|
||||
StripMonNameForLinkContest(gContestMons[gNumLinkContestPlayers + i].nickname, GAME_LANGUAGE);
|
||||
for (j = rnd; opponents[j] != 0xFF; j++)
|
||||
for (j = rnd; opponents[j] != CONTESTANT_NONE; j++)
|
||||
opponents[j] = opponents[j + 1];
|
||||
opponentsCount--;
|
||||
}
|
||||
@@ -4370,7 +4370,7 @@ void SortContestants(bool8 useRanking)
|
||||
// Note that ranking is calculated so that shared places still take up a ranking
|
||||
// space. A ranking like [1, 2, 2, 3] is not possible; it would be [1, 2, 2, 4]
|
||||
// instead.
|
||||
memset(scratch, 0xFF, sizeof(scratch));
|
||||
memset(scratch, CONTESTANT_NONE, sizeof(scratch));
|
||||
for (i = 0; i < CONTESTANT_COUNT; i++)
|
||||
{
|
||||
u8 j = eContestantStatus[i].ranking;
|
||||
@@ -4378,7 +4378,7 @@ void SortContestants(bool8 useRanking)
|
||||
while (1)
|
||||
{
|
||||
u8 *ptr = &scratch[j];
|
||||
if (*ptr == 0xFF)
|
||||
if (*ptr == CONTESTANT_NONE)
|
||||
{
|
||||
*ptr = i;
|
||||
gContestantTurnOrder[i] = j;
|
||||
@@ -4636,7 +4636,7 @@ static void ApplyNextTurnOrder(void)
|
||||
// First, look for the first unassigned contestant.
|
||||
for (j = 0; j < CONTESTANT_COUNT; j++)
|
||||
{
|
||||
if (!isContestantOrdered[j] && eContestantStatus[j].nextTurnOrder == 0xFF)
|
||||
if (!isContestantOrdered[j] && eContestantStatus[j].nextTurnOrder == CONTESTANT_NONE)
|
||||
{
|
||||
nextContestant = j;
|
||||
j++;
|
||||
@@ -4647,7 +4647,7 @@ static void ApplyNextTurnOrder(void)
|
||||
// Then, look for a better candidate, with a higher turn order.
|
||||
for (; j < CONTESTANT_COUNT; j++)
|
||||
{
|
||||
if (!isContestantOrdered[j] && eContestantStatus[j].nextTurnOrder == 0xFF
|
||||
if (!isContestantOrdered[j] && eContestantStatus[j].nextTurnOrder == CONTESTANT_NONE
|
||||
&& gContestantTurnOrder[nextContestant] > gContestantTurnOrder[j])
|
||||
nextContestant = j;
|
||||
}
|
||||
@@ -4661,7 +4661,7 @@ static void ApplyNextTurnOrder(void)
|
||||
for (i = 0; i < CONTESTANT_COUNT; i++)
|
||||
{
|
||||
eContestAppealResults.turnOrder[i] = newTurnOrder[i];
|
||||
eContestantStatus[i].nextTurnOrder = 0xFF;
|
||||
eContestantStatus[i].nextTurnOrder = CONTESTANT_NONE;
|
||||
eContestantStatus[i].turnOrderMod = 0;
|
||||
gContestantTurnOrder[i] = newTurnOrder[i];
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user