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
@@ -55,7 +55,7 @@ static void Task_DoFieldMove_Init(u8 taskId)
{
u8 objEventId;
ScriptContext2_Enable();
LockPlayerFieldControls();
gPlayerAvatar.preventStep = TRUE;
objEventId = gPlayerAvatar.objectEventId;
if (!ObjectEventIsMovementOverridden(&gObjectEvents[objEventId])
@@ -144,7 +144,7 @@ bool8 SetUpFieldMove_RockSmash(void)
static void FieldCallback_RockSmash(void)
{
gFieldEffectArguments[0] = GetCursorSelectionMonId();
ScriptContext1_SetupScript(EventScript_UseRockSmash);
ScriptContext_SetupScript(EventScript_UseRockSmash);
}
bool8 FldEff_UseRockSmash(void)
@@ -162,5 +162,5 @@ static void FieldMove_RockSmash(void)
{
PlaySE(SE_M_ROCK_THROW);
FieldEffectActiveListRemove(FLDEFF_USE_ROCK_SMASH);
EnableBothScriptContexts();
ScriptContext_Enable();
}