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