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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+5
-5
@@ -361,7 +361,7 @@ static void PlayerDescendMirageTower(u8 taskId)
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(gSprites[player->spriteId].y + gSprites[player->spriteId].y2))
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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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}
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}
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@@ -439,7 +439,7 @@ static void FinishCeilingCrumbleTask(u8 taskId)
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{
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FreeSpriteTilesByTag(TAG_CEILING_CRUMBLE);
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DestroyTask(taskId);
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EnableBothScriptContexts();
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ScriptContext_Enable();
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}
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static void CreateCeilingCrumbleSprites(void)
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@@ -565,7 +565,7 @@ static void InitMirageTowerShake(u8 taskId)
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sBgShakeOffsets->bgVOFS = zero;
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CreateTask(UpdateBgShake, 10);
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DestroyTask(taskId);
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EnableBothScriptContexts();
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ScriptContext_Enable();
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break;
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}
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}
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@@ -654,7 +654,7 @@ static void DoMirageTowerDisintegration(u8 taskId)
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break;
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case 8:
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DestroyTask(taskId);
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EnableBothScriptContexts();
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ScriptContext_Enable();
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break;
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}
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gTasks[taskId].tState++;
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@@ -719,7 +719,7 @@ static void Task_FossilFallAndSink(u8 taskId)
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FREE_AND_SET_NULL(sFallingFossil);
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break;
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case 8:
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EnableBothScriptContexts();
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ScriptContext_Enable();
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break;
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}
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gTasks[taskId].tState++;
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