Move all trainer defines to trainers.h and identify frontier brain trainer id
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@@ -11,6 +11,7 @@
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#include "util.h"
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#include "main.h"
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#include "constants/songs.h"
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#include "constants/trainers.h"
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#include "sound.h"
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#include "window.h"
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#include "m4a.h"
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@@ -1308,9 +1309,9 @@ static void PlayerPartnerHandleDrawTrainerPic(void)
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s16 xPos, yPos;
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u32 trainerPicId;
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if (gPartnerTrainerId == STEVEN_PARTNER_ID)
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if (gPartnerTrainerId == TRAINER_STEVEN_PARTNER)
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{
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trainerPicId = BACK_PIC_STEVEN;
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trainerPicId = TRAINER_BACK_PIC_STEVEN;
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xPos = 90;
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yPos = (8 - gTrainerBackPicCoords[trainerPicId].coords) * 4 + 80;
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}
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@@ -1322,7 +1323,7 @@ static void PlayerPartnerHandleDrawTrainerPic(void)
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}
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// Use back pic only if the partner is Steven
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if (gPartnerTrainerId == STEVEN_PARTNER_ID)
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if (gPartnerTrainerId == TRAINER_STEVEN_PARTNER)
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{
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DecompressTrainerBackPic(trainerPicId, gActiveBattler);
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sub_806A12C(trainerPicId, GetBattlerPosition(gActiveBattler));
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@@ -1793,9 +1794,9 @@ static void PlayerPartnerHandleIntroTrainerBallThrow(void)
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StartSpriteAnim(&gSprites[gBattlerSpriteIds[gActiveBattler]], 1);
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paletteNum = AllocSpritePalette(0xD6F9);
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if (gPartnerTrainerId == STEVEN_PARTNER_ID)
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if (gPartnerTrainerId == TRAINER_STEVEN_PARTNER)
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{
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u8 spriteId = BACK_PIC_STEVEN;
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u8 spriteId = TRAINER_BACK_PIC_STEVEN;
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LoadCompressedPalette(gTrainerBackPicPaletteTable[spriteId].data, 0x100 + paletteNum * 16, 32);
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}
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else
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