Document some overworld and field effects
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+21
-21
@@ -379,9 +379,9 @@ static bool8 TryInterruptObjectEventSpecialAnim(struct ObjectEvent *playerObjEve
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static void npc_clear_strange_bits(struct ObjectEvent *objEvent)
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{
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objEvent->inanimate = 0;
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objEvent->disableAnim = 0;
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objEvent->facingDirectionLocked = 0;
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objEvent->inanimate = FALSE;
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objEvent->disableAnim = FALSE;
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objEvent->facingDirectionLocked = FALSE;
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gPlayerAvatar.flags &= ~PLAYER_AVATAR_FLAG_DASH;
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}
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@@ -424,14 +424,14 @@ static u8 GetForcedMovementByMetatileBehavior(void)
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static bool8 ForcedMovement_None(void)
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{
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if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_6)
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if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_FORCED_MOVE)
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{
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struct ObjectEvent *playerObjEvent = &gObjectEvents[gPlayerAvatar.objectEventId];
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playerObjEvent->facingDirectionLocked = 0;
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playerObjEvent->enableAnim = 1;
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playerObjEvent->facingDirectionLocked = FALSE;
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playerObjEvent->enableAnim = TRUE;
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SetObjectEventDirection(playerObjEvent, playerObjEvent->facingDirection);
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gPlayerAvatar.flags &= ~PLAYER_AVATAR_FLAG_6;
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gPlayerAvatar.flags &= ~PLAYER_AVATAR_FLAG_FORCED_MOVE;
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}
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return FALSE;
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}
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@@ -441,7 +441,7 @@ static u8 DoForcedMovement(u8 direction, void (*b)(u8))
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struct PlayerAvatar *playerAvatar = &gPlayerAvatar;
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u8 collision = CheckForPlayerAvatarCollision(direction);
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playerAvatar->flags |= PLAYER_AVATAR_FLAG_6;
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playerAvatar->flags |= PLAYER_AVATAR_FLAG_FORCED_MOVE;
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if (collision)
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{
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ForcedMovement_None();
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@@ -453,7 +453,7 @@ static u8 DoForcedMovement(u8 direction, void (*b)(u8))
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{
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if (collision == COLLISION_LEDGE_JUMP)
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PlayerJumpLedge(direction);
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playerAvatar->flags |= PLAYER_AVATAR_FLAG_6;
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playerAvatar->flags |= PLAYER_AVATAR_FLAG_FORCED_MOVE;
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playerAvatar->runningState = MOVING;
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return 1;
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}
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@@ -470,7 +470,7 @@ static u8 DoForcedMovementInCurrentDirection(void (*a)(u8))
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{
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struct ObjectEvent *playerObjEvent = &gObjectEvents[gPlayerAvatar.objectEventId];
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playerObjEvent->disableAnim = 1;
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playerObjEvent->disableAnim = TRUE;
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return DoForcedMovement(playerObjEvent->movementDirection, a);
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}
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@@ -519,12 +519,12 @@ static bool8 ForcedMovement_PushedEastByCurrent(void)
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return DoForcedMovement(DIR_EAST, PlayerRideWaterCurrent);
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}
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u8 ForcedMovement_Slide(u8 direction, void (*b)(u8))
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static u8 ForcedMovement_Slide(u8 direction, void (*b)(u8))
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{
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struct ObjectEvent *playerObjEvent = &gObjectEvents[gPlayerAvatar.objectEventId];
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playerObjEvent->disableAnim = 1;
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playerObjEvent->facingDirectionLocked = 1;
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playerObjEvent->disableAnim = TRUE;
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playerObjEvent->facingDirectionLocked = TRUE;
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return DoForcedMovement(direction, b);
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}
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@@ -567,8 +567,8 @@ static bool8 ForcedMovement_MuddySlope(void)
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if (playerObjEvent->movementDirection != DIR_NORTH || GetPlayerSpeed() <= 3)
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{
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Bike_UpdateBikeCounterSpeed(0);
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playerObjEvent->facingDirectionLocked = 1;
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return DoForcedMovement(1, PlayerGoSpeed2);
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playerObjEvent->facingDirectionLocked = TRUE;
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return DoForcedMovement(DIR_SOUTH, PlayerGoSpeed2);
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}
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else
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{
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@@ -1328,7 +1328,7 @@ void ClearPlayerAvatarInfo(void)
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void SetPlayerAvatarStateMask(u8 flags)
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{
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gPlayerAvatar.flags &= (PLAYER_AVATAR_FLAG_DASH | PLAYER_AVATAR_FLAG_6 | PLAYER_AVATAR_FLAG_5);
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gPlayerAvatar.flags &= (PLAYER_AVATAR_FLAG_DASH | PLAYER_AVATAR_FLAG_FORCED_MOVE | PLAYER_AVATAR_FLAG_5);
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gPlayerAvatar.flags |= flags;
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}
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@@ -1404,13 +1404,13 @@ void SetPlayerInvisibility(bool8 invisible)
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gSprites[gObjectEvents[gPlayerAvatar.objectEventId].fieldEffectSpriteId].invisible = invisible;
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}
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void sub_808C114(void)
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void SetPlayerAvatarFieldMove(void)
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{
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ObjectEventSetGraphicsId(&gObjectEvents[gPlayerAvatar.objectEventId], GetPlayerAvatarGraphicsIdByStateId(PLAYER_AVATAR_STATE_FIELD_MOVE));
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StartSpriteAnim(&gSprites[gPlayerAvatar.spriteId], 0);
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}
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void sub_808C15C(u8 direction)
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static void SetPlayerAvatarFishing(u8 direction)
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{
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ObjectEventSetGraphicsId(&gObjectEvents[gPlayerAvatar.objectEventId], GetPlayerAvatarGraphicsIdByStateId(PLAYER_AVATAR_STATE_FISHING));
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StartSpriteAnim(&gSprites[gPlayerAvatar.spriteId], GetFishingDirectionAnimNum(direction));
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@@ -1423,7 +1423,7 @@ void PlayerUseAcroBikeOnBumpySlope(u8 direction)
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SeekSpriteAnim(&gSprites[gPlayerAvatar.spriteId], 1);
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}
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void sub_808C228(u8 direction)
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void SetPlayerAvatarWatering(u8 direction)
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{
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ObjectEventSetGraphicsId(&gObjectEvents[gPlayerAvatar.objectEventId], GetPlayerAvatarGraphicsIdByStateId(PLAYER_AVATAR_STATE_WATERING));
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StartSpriteAnim(&gSprites[gPlayerAvatar.spriteId], GetFaceDirectionAnimNum(direction));
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@@ -1739,8 +1739,8 @@ static bool8 Fishing2(struct Task *task)
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task->tPlayerGfxId = gObjectEvents[gPlayerAvatar.objectEventId].graphicsId;
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playerObjEvent = &gObjectEvents[gPlayerAvatar.objectEventId];
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ObjectEventClearHeldMovementIfActive(playerObjEvent);
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playerObjEvent->enableAnim = 1;
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sub_808C15C(playerObjEvent->facingDirection);
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playerObjEvent->enableAnim = TRUE;
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SetPlayerAvatarFishing(playerObjEvent->facingDirection);
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task->tStep++;
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return FALSE;
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}
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