Renaming Script Contexts
- Determined how the various script contexts were used and renamed accordingly. - ScriptContext2_Enable/Disable => Lock/UnlockPlayerFieldControls - The sole purpose of the flag is to make sure the player can't move around in the overworld. It has nothing to do with script contexts. - ScriptContext1 => ScriptContext - It is the global script context used to set up scripts which run over many frames. - ScriptContext2_RunNewScript => RunScriptImmediately - ScriptContext2's sole purpose was to run scripts immediately and in a separate context, usually while the global context is waiting for things like map loads or screen changes.
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@@ -86,7 +86,7 @@ void DoBrailleDigEffect(void)
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DrawWholeMapView();
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PlaySE(SE_BANG);
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FlagSet(FLAG_SYS_BRAILLE_DIG);
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ScriptContext2_Disable();
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UnlockPlayerFieldControls();
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}
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bool8 CheckRelicanthWailord(void)
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@@ -152,7 +152,7 @@ static void Task_SealedChamberShakingEffect(u8 taskId)
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if (task->tShakeCounter == task->tNumShakes)
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{
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DestroyTask(taskId);
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EnableBothScriptContexts();
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ScriptContext_Enable();
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InstallCameraPanAheadCallback();
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}
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}
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@@ -213,7 +213,7 @@ static void DoBrailleRegirockEffect(void)
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DrawWholeMapView();
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PlaySE(SE_BANG);
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FlagSet(FLAG_SYS_REGIROCK_PUZZLE_COMPLETED);
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ScriptContext2_Disable();
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UnlockPlayerFieldControls();
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}
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bool8 ShouldDoBrailleRegisteelEffect(void)
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@@ -252,7 +252,7 @@ static void DoBrailleRegisteelEffect(void)
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DrawWholeMapView();
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PlaySE(SE_BANG);
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FlagSet(FLAG_SYS_REGISTEEL_PUZZLE_COMPLETED);
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ScriptContext2_Disable();
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UnlockPlayerFieldControls();
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}
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// theory: another commented out DoBrailleWait and Task_BrailleWait.
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