Address concerns
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@@ -22,7 +22,7 @@ static void AnimTask_DigEndBounceMovementSetInvisible(u8);
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static void AnimTask_DigSetVisibleUnderground(u8);
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static void AnimTask_DigRiseUpFromHole(u8);
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static void SetDigScanlineEffect(u8, s16, s16);
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static void AnimTask_ShakeEnvironment(u8);
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static void AnimTask_ShakePlatforms(u8);
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static void AnimTask_ShakeBattlers(u8);
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static void SetBattlersXOffsetForShake(struct Task *);
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static void WaitForFissureCompletion(u8);
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@@ -564,12 +564,12 @@ static void AnimDigDirtMound(struct Sprite *sprite)
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#define tMaxTime data[3]
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#define tbattlerSpriteIds(i) data[9 + (i)]
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#define tNumBattlers data[13] // AnimTask_ShakeBattlers
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#define tInitialX data[13] // AnimTask_ShakeEnvironment
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#define tInitialX data[13] // AnimTask_ShakePlatforms
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#define tHorizOffset data[14]
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#define tInitHorizOffset data[15]
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// Shakes battler(s) or the battle environment back and forth horizontally. Used by e.g. Earthquake, Eruption
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// arg0: What to shake. 0-3 for any specific battler, MAX_BATTLERS_COUNT for all battlers, MAX_BATTLERS_COUNT + 1 for the environment
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// Shakes battler(s) or the battle platforms back and forth horizontally. Used by e.g. Earthquake, Eruption
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// arg0: What to shake. 0-3 for any specific battler, MAX_BATTLERS_COUNT for all battlers, MAX_BATTLERS_COUNT + 1 for the platforms
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// arg1: Shake intensity, used to calculate horizontal pixel offset (if 0, use move power instead)
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// arg2: Length of time to shake for
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void AnimTask_HorizontalShake(u8 taskId)
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@@ -585,9 +585,9 @@ void AnimTask_HorizontalShake(u8 taskId)
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task->tMaxTime = gBattleAnimArgs[2];
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switch (gBattleAnimArgs[0])
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{
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case MAX_BATTLERS_COUNT + 1: // Shake environment
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case MAX_BATTLERS_COUNT + 1: // Shake platforms
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task->tInitialX = gBattle_BG3_X;
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task->func = AnimTask_ShakeEnvironment;
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task->func = AnimTask_ShakePlatforms;
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break;
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case MAX_BATTLERS_COUNT: // Shake all battlers
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task->tNumBattlers = 0;
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@@ -616,7 +616,7 @@ void AnimTask_HorizontalShake(u8 taskId)
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}
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}
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static void AnimTask_ShakeEnvironment(u8 taskId)
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static void AnimTask_ShakePlatforms(u8 taskId)
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{
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struct Task *task = &gTasks[taskId];
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