Start renaming symbols
I finally figured out what the code is trying to do. I have a foothold; the rest should follow.
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+7
-5
@@ -352,7 +352,7 @@ static void sub_80B2918(u8 taskId)
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else
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{
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gFieldLinkPlayerCount = GetLinkPlayerCount_2();
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gUnknown_03005DB4 = GetMultiplayerId();
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gLinkGuestPlayerId = GetMultiplayerId();
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sub_800AA04(gFieldLinkPlayerCount);
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card = (struct TrainerCard *)gBlockSendBuffer;
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TrainerCard_GenerateCardForPlayer(card);
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@@ -399,7 +399,7 @@ static void sub_80B2A08(u8 taskId)
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else
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{
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gFieldLinkPlayerCount = GetLinkPlayerCount_2();
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gUnknown_03005DB4 = GetMultiplayerId();
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gLinkGuestPlayerId = GetMultiplayerId();
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sub_800AA04(gFieldLinkPlayerCount);
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card = (struct TrainerCard *)gBlockSendBuffer;
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TrainerCard_GenerateCardForPlayer(card);
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@@ -972,7 +972,7 @@ void sub_80B360C(void)
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if (gSpecialVar_0x8004 == 1 || gSpecialVar_0x8004 == 2)
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{
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UpdatePlayerLinkBattleRecords(gUnknown_03005DB4 ^ 1);
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UpdatePlayerLinkBattleRecords(gLinkGuestPlayerId ^ 1);
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if (gWirelessCommType)
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{
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switch (gBattleOutcome)
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@@ -1177,14 +1177,16 @@ void sp02A_crash_sound(void)
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ShowTrainerCardInLink(gSpecialVar_0x8006, CB2_ReturnToFieldContinueScriptPlayMapMusic);
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}
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bool32 sub_80B39D4(u8 linkPlayerIndex)
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// Returns FALSE if the player has no stars. Returns TRUE otherwise, and puts the name of the
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// color into gStringVar2.
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bool32 GetLinkTrainerCardColor(u8 linkPlayerIndex)
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{
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u32 trainerCardColorIndex;
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gSpecialVar_0x8006 = linkPlayerIndex;
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StringCopy(gStringVar1, gLinkPlayers[linkPlayerIndex].name);
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trainerCardColorIndex = sub_80C4904(linkPlayerIndex);
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trainerCardColorIndex = GetTrainerCardStars(linkPlayerIndex);
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if (trainerCardColorIndex == 0)
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return FALSE;
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