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:
@@ -294,7 +294,7 @@ bool8 FldEff_UseCutOnGrass(void)
|
||||
static void FieldCallback_CutTree(void)
|
||||
{
|
||||
gFieldEffectArguments[0] = GetCursorSelectionMonId();
|
||||
ScriptContext1_SetupScript(EventScript_UseCut);
|
||||
ScriptContext_SetupScript(EventScript_UseCut);
|
||||
}
|
||||
|
||||
bool8 FldEff_UseCutOnTree(void)
|
||||
@@ -583,10 +583,10 @@ static void CutGrassSpriteCallbackEnd(struct Sprite *sprite)
|
||||
FieldEffectStop(&gSprites[sCutGrassSpriteArrayPtr[0]], FLDEFF_CUT_GRASS);
|
||||
FREE_AND_SET_NULL(sCutGrassSpriteArrayPtr);
|
||||
ScriptUnfreezeObjectEvents();
|
||||
ScriptContext2_Disable();
|
||||
UnlockPlayerFieldControls();
|
||||
|
||||
if (IsMewPlayingHideAndSeek() == TRUE)
|
||||
ScriptContext1_SetupScript(FarawayIsland_Interior_EventScript_HideMewWhenGrassCut);
|
||||
ScriptContext_SetupScript(FarawayIsland_Interior_EventScript_HideMewWhenGrassCut);
|
||||
}
|
||||
|
||||
void FixLongGrassMetatilesWindowTop(s16 x, s16 y)
|
||||
@@ -643,5 +643,5 @@ static void StartCutTreeFieldEffect(void)
|
||||
{
|
||||
PlaySE(SE_M_CUT);
|
||||
FieldEffectActiveListRemove(FLDEFF_USE_CUT_ON_TREE);
|
||||
EnableBothScriptContexts();
|
||||
ScriptContext_Enable();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user