Switch to button macros

This commit is contained in:
PokeCodec
2020-09-04 21:11:55 -04:00
parent da582d5258
commit 28ef2fb774
75 changed files with 689 additions and 688 deletions

View File

@@ -859,21 +859,21 @@ static void Task_EvolutionScene(u8 taskID)
}
break;
case 4:
if (gMain.newKeys & DPAD_UP && sEvoCursorPos != 0)
if (JOY_NEW(DPAD_UP) && sEvoCursorPos != 0)
{
PlaySE(SE_SELECT);
BattleDestroyYesNoCursorAt(sEvoCursorPos);
sEvoCursorPos = 0;
BattleCreateYesNoCursorAt(0);
}
if (gMain.newKeys & DPAD_DOWN && sEvoCursorPos == 0)
if (JOY_NEW(DPAD_DOWN) && sEvoCursorPos == 0)
{
PlaySE(SE_SELECT);
BattleDestroyYesNoCursorAt(sEvoCursorPos);
sEvoCursorPos = 1;
BattleCreateYesNoCursorAt(1);
}
if (gMain.newKeys & A_BUTTON)
if (JOY_NEW(A_BUTTON))
{
HandleBattleWindow(0x18, 8, 0x1D, 0xD, WINDOW_CLEAR);
PlaySE(SE_SELECT);
@@ -889,7 +889,7 @@ static void Task_EvolutionScene(u8 taskID)
BeginNormalPaletteFade(0xFFFFFFFF, 0, 0, 0x10, RGB_BLACK);
}
}
if (gMain.newKeys & B_BUTTON)
if (JOY_NEW(B_BUTTON))
{
HandleBattleWindow(0x18, 8, 0x1D, 0xD, WINDOW_CLEAR);
PlaySE(SE_SELECT);