Merge branch 'master' of https://github.com/GriffinRichards/pokeemerald into doc-arg
This commit is contained in:
@@ -318,7 +318,7 @@ static u8 MovementEventModeCB_Normal(struct LinkPlayerObjectEvent *, struct Obje
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static u8 MovementEventModeCB_Ignored(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8);
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static u8 MovementEventModeCB_Scripted(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8);
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static u8 (*const gLinkPlayerMovementModes[])(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8) =
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static u8 (*const sLinkPlayerMovementModes[])(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8) =
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{
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[MOVEMENT_MODE_FREE] = MovementEventModeCB_Normal,
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[MOVEMENT_MODE_FROZEN] = MovementEventModeCB_Ignored,
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@@ -330,7 +330,7 @@ static u8 FacingHandler_DpadMovement(struct LinkPlayerObjectEvent *, struct Obje
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static u8 FacingHandler_ForcedFacingChange(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8);
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// These handlers return TRUE if the movement was scripted and successful, and FALSE otherwise.
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static bool8 (*const gLinkPlayerFacingHandlers[])(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8) =
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static bool8 (*const sLinkPlayerFacingHandlers[])(struct LinkPlayerObjectEvent *, struct ObjectEvent *, u8) =
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{
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FacingHandler_DoNothing,
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FacingHandler_DpadMovement,
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@@ -349,7 +349,7 @@ static void MovementStatusHandler_EnterFreeMode(struct LinkPlayerObjectEvent *,
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static void MovementStatusHandler_TryAdvanceScript(struct LinkPlayerObjectEvent *, struct ObjectEvent *);
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// These handlers are run after an attempted movement.
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static void (*const gMovementStatusHandler[])(struct LinkPlayerObjectEvent *, struct ObjectEvent *) =
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static void (*const sMovementStatusHandler[])(struct LinkPlayerObjectEvent *, struct ObjectEvent *) =
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{
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// FALSE:
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MovementStatusHandler_EnterFreeMode,
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@@ -3048,9 +3048,9 @@ static void SetPlayerFacingDirection(u8 linkPlayerId, u8 facing)
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{
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// This is a hack to split this code onto two separate lines, without declaring a local variable.
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// C++ style inline variables would be nice here.
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#define TEMP gLinkPlayerMovementModes[linkPlayerObjEvent->movementMode](linkPlayerObjEvent, objEvent, facing)
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#define TEMP sLinkPlayerMovementModes[linkPlayerObjEvent->movementMode](linkPlayerObjEvent, objEvent, facing)
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gMovementStatusHandler[TEMP](linkPlayerObjEvent, objEvent);
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sMovementStatusHandler[TEMP](linkPlayerObjEvent, objEvent);
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// Clean up the hack.
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#undef TEMP
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@@ -3061,7 +3061,7 @@ static void SetPlayerFacingDirection(u8 linkPlayerId, u8 facing)
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static u8 MovementEventModeCB_Normal(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 dir)
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{
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return gLinkPlayerFacingHandlers[dir](linkPlayerObjEvent, objEvent, dir);
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return sLinkPlayerFacingHandlers[dir](linkPlayerObjEvent, objEvent, dir);
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}
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static u8 MovementEventModeCB_Ignored(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 dir)
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@@ -3072,7 +3072,7 @@ static u8 MovementEventModeCB_Ignored(struct LinkPlayerObjectEvent *linkPlayerOb
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// Identical to MovementEventModeCB_Normal
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static u8 MovementEventModeCB_Scripted(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 dir)
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{
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return gLinkPlayerFacingHandlers[dir](linkPlayerObjEvent, objEvent, dir);
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return sLinkPlayerFacingHandlers[dir](linkPlayerObjEvent, objEvent, dir);
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}
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static bool8 FacingHandler_DoNothing(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 dir)
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