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
@@ -277,7 +277,7 @@ static u8 CreateShopMenu(u8 martType)
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{
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int numMenuItems;
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ScriptContext2_Enable();
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LockPlayerFieldControls();
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sMartInfo.martType = martType;
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if (martType == MART_TYPE_NORMAL)
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@@ -373,7 +373,7 @@ static void Task_HandleShopMenuQuit(u8 taskId)
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ClearStdWindowAndFrameToTransparent(sMartInfo.windowId, 2); // Incorrect use, making it not copy it to vram.
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RemoveWindow(sMartInfo.windowId);
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TryPutSmartShopperOnAir();
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ScriptContext2_Disable();
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UnlockPlayerFieldControls();
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DestroyTask(taskId);
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if (sMartInfo.callback)
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@@ -1210,19 +1210,19 @@ void CreatePokemartMenu(const u16 *itemsForSale)
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CreateShopMenu(MART_TYPE_NORMAL);
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SetShopItemsForSale(itemsForSale);
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ClearItemPurchases();
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SetShopMenuCallback(EnableBothScriptContexts);
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SetShopMenuCallback(ScriptContext_Enable);
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}
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void CreateDecorationShop1Menu(const u16 *itemsForSale)
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{
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CreateShopMenu(MART_TYPE_DECOR);
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SetShopItemsForSale(itemsForSale);
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SetShopMenuCallback(EnableBothScriptContexts);
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SetShopMenuCallback(ScriptContext_Enable);
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}
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void CreateDecorationShop2Menu(const u16 *itemsForSale)
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{
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CreateShopMenu(MART_TYPE_DECOR2);
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SetShopItemsForSale(itemsForSale);
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SetShopMenuCallback(EnableBothScriptContexts);
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SetShopMenuCallback(ScriptContext_Enable);
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}
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