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.
This commit is contained in:
tustin2121
2022-08-15 15:18:12 -04:00
parent 3dc3dc847f
commit 1cb659df8c
65 changed files with 438 additions and 409 deletions
+3 -3
View File
@@ -251,7 +251,7 @@ static void Task_HandleTruckSequence(u8 taskId)
DrawWholeMapView();
PlaySE(SE_TRUCK_DOOR);
DestroyTask(taskId);
ScriptContext2_Disable();
UnlockPlayerFieldControls();
}
break;
}
@@ -263,7 +263,7 @@ void ExecuteTruckSequence(void)
MapGridSetMetatileIdAt(4 + MAP_OFFSET, 2 + MAP_OFFSET, METATILE_InsideOfTruck_DoorClosedFloor_Mid);
MapGridSetMetatileIdAt(4 + MAP_OFFSET, 3 + MAP_OFFSET, METATILE_InsideOfTruck_DoorClosedFloor_Bottom);
DrawWholeMapView();
ScriptContext2_Enable();
LockPlayerFieldControls();
CpuFastFill(0, gPlttBufferFaded, 0x400);
CreateTask(Task_HandleTruckSequence, 0xA);
}
@@ -371,7 +371,7 @@ void FieldCB_ShowPortholeView(void)
gObjectEvents[gPlayerAvatar.objectEventId].invisible = TRUE;
FadeInFromBlack();
CreateTask(Task_HandlePorthole, 80);
ScriptContext2_Enable();
LockPlayerFieldControls();
}
void LookThroughPorthole(void)