Fix inconsistent static s/g names
This commit is contained in:
@@ -612,12 +612,10 @@ static const u8 sRotatingGate_ArmLayout[][4 * 2] =
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},
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};
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// ewram
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static EWRAM_DATA u8 gRotatingGate_GateSpriteIds[ROTATING_GATE_PUZZLE_MAX] = {0};
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static EWRAM_DATA const struct RotatingGatePuzzle *gRotatingGate_PuzzleConfig = NULL;
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static EWRAM_DATA u8 gRotatingGate_PuzzleCount = 0;
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static EWRAM_DATA u8 sRotatingGate_GateSpriteIds[ROTATING_GATE_PUZZLE_MAX] = {0};
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static EWRAM_DATA const struct RotatingGatePuzzle *sRotatingGate_PuzzleConfig = NULL;
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static EWRAM_DATA u8 sRotatingGate_PuzzleCount = 0;
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// text
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static s32 GetCurrentMapRotatingGatePuzzleType(void)
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{
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if (gSaveBlock1Ptr->location.mapGroup == MAP_GROUP(FORTREE_CITY_GYM) &&
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@@ -640,9 +638,9 @@ static void RotatingGate_ResetAllGateOrientations(void)
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s32 i;
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u8 *ptr = (u8 *)GetVarPointer(VAR_TEMP_0);
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for (i = 0; i < gRotatingGate_PuzzleCount; i++)
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for (i = 0; i < sRotatingGate_PuzzleCount; i++)
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{
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ptr[i] = gRotatingGate_PuzzleConfig[i].orientation;
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ptr[i] = sRotatingGate_PuzzleConfig[i].orientation;
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}
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}
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@@ -683,12 +681,12 @@ static void RotatingGate_LoadPuzzleConfig(void)
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switch (puzzleType)
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{
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case PUZZLE_FORTREE_CITY_GYM:
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gRotatingGate_PuzzleConfig = sRotatingGate_FortreePuzzleConfig;
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gRotatingGate_PuzzleCount = ARRAY_COUNT(sRotatingGate_FortreePuzzleConfig);
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sRotatingGate_PuzzleConfig = sRotatingGate_FortreePuzzleConfig;
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sRotatingGate_PuzzleCount = ARRAY_COUNT(sRotatingGate_FortreePuzzleConfig);
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break;
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case PUZZLE_ROUTE110_TRICK_HOUSE_PUZZLE6:
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gRotatingGate_PuzzleConfig = sRotatingGate_TrickHousePuzzleConfig;
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gRotatingGate_PuzzleCount = ARRAY_COUNT(sRotatingGate_TrickHousePuzzleConfig);
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sRotatingGate_PuzzleConfig = sRotatingGate_TrickHousePuzzleConfig;
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sRotatingGate_PuzzleCount = ARRAY_COUNT(sRotatingGate_TrickHousePuzzleConfig);
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break;
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case PUZZLE_NONE:
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default:
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@@ -696,7 +694,7 @@ static void RotatingGate_LoadPuzzleConfig(void)
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}
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for (i = 0; i < ROTATING_GATE_PUZZLE_MAX - 1; i++)
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gRotatingGate_GateSpriteIds[i] = MAX_SPRITES;
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sRotatingGate_GateSpriteIds[i] = MAX_SPRITES;
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}
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static void RotatingGate_CreateGatesWithinViewport(s16 deltaX, s16 deltaY)
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@@ -710,15 +708,15 @@ static void RotatingGate_CreateGatesWithinViewport(s16 deltaX, s16 deltaY)
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s16 y = gSaveBlock1Ptr->pos.y - 2;
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s16 y2 = gSaveBlock1Ptr->pos.y + MAP_OFFSET_H;
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for (i = 0; i < gRotatingGate_PuzzleCount; i++)
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for (i = 0; i < sRotatingGate_PuzzleCount; i++)
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{
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s16 x3 = gRotatingGate_PuzzleConfig[i].x + MAP_OFFSET;
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s16 y3 = gRotatingGate_PuzzleConfig[i].y + MAP_OFFSET;
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s16 x3 = sRotatingGate_PuzzleConfig[i].x + MAP_OFFSET;
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s16 y3 = sRotatingGate_PuzzleConfig[i].y + MAP_OFFSET;
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if (y <= y3 && y2 >= y3 && x <= x3 && x2 >= x3 &&
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gRotatingGate_GateSpriteIds[i] == MAX_SPRITES)
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sRotatingGate_GateSpriteIds[i] == MAX_SPRITES)
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{
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gRotatingGate_GateSpriteIds[i] = RotatingGate_CreateGate(i, deltaX, deltaY);
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sRotatingGate_GateSpriteIds[i] = RotatingGate_CreateGate(i, deltaX, deltaY);
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}
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}
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}
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@@ -730,7 +728,7 @@ static u8 RotatingGate_CreateGate(u8 gateId, s16 deltaX, s16 deltaY)
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u8 spriteId;
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s16 x, y;
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const struct RotatingGatePuzzle *gate = &gRotatingGate_PuzzleConfig[gateId];
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const struct RotatingGatePuzzle *gate = &sRotatingGate_PuzzleConfig[gateId];
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if (gate->shape == GATE_SHAPE_L1 || gate->shape == GATE_SHAPE_T1)
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template = sSpriteTemplate_RotatingGateRegular;
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@@ -827,20 +825,20 @@ static void RotatingGate_DestroyGatesOutsideViewport(void)
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s16 y = gSaveBlock1Ptr->pos.y - 2;
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s16 y2 = gSaveBlock1Ptr->pos.y + MAP_OFFSET_H;
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for (i = 0; i < gRotatingGate_PuzzleCount; i++)
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for (i = 0; i < sRotatingGate_PuzzleCount; i++)
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{
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s16 xGate = gRotatingGate_PuzzleConfig[i].x + MAP_OFFSET;
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s16 yGate = gRotatingGate_PuzzleConfig[i].y + MAP_OFFSET;
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s16 xGate = sRotatingGate_PuzzleConfig[i].x + MAP_OFFSET;
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s16 yGate = sRotatingGate_PuzzleConfig[i].y + MAP_OFFSET;
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if (gRotatingGate_GateSpriteIds[i] == MAX_SPRITES)
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if (sRotatingGate_GateSpriteIds[i] == MAX_SPRITES)
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continue;
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if (xGate < x || xGate > x2 || yGate < y || yGate > y2)
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{
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struct Sprite *sprite = &gSprites[gRotatingGate_GateSpriteIds[i]];
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struct Sprite *sprite = &gSprites[sRotatingGate_GateSpriteIds[i]];
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FreeSpriteOamMatrix(sprite);
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DestroySprite(sprite);
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gRotatingGate_GateSpriteIds[i] = MAX_SPRITES;
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sRotatingGate_GateSpriteIds[i] = MAX_SPRITES;
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}
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}
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}
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@@ -862,9 +860,9 @@ static s32 RotatingGate_CanRotate(u8 gateId, s32 rotationDirection)
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orientation = RotatingGate_GetGateOrientation(gateId);
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shape = gRotatingGate_PuzzleConfig[gateId].shape;
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x = gRotatingGate_PuzzleConfig[gateId].x + MAP_OFFSET;
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y = gRotatingGate_PuzzleConfig[gateId].y + MAP_OFFSET;
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shape = sRotatingGate_PuzzleConfig[gateId].shape;
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x = sRotatingGate_PuzzleConfig[gateId].x + MAP_OFFSET;
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y = sRotatingGate_PuzzleConfig[gateId].y + MAP_OFFSET;
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// Loop through the gate's "arms" clockwise (north, south, east, west)
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for (i = GATE_ARM_NORTH; i <= GATE_ARM_WEST; i++)
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@@ -891,15 +889,15 @@ static s32 RotatingGate_HasArm(u8 gateId, u8 armInfo)
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s32 isLongArm = armInfo % 2;
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s8 armOrientation = (arm - RotatingGate_GetGateOrientation(gateId) + 4) % 4;
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s32 shape = gRotatingGate_PuzzleConfig[gateId].shape;
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s32 shape = sRotatingGate_PuzzleConfig[gateId].shape;
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return sRotatingGate_ArmLayout[shape][armOrientation * 2 + isLongArm];
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}
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static void RotatingGate_TriggerRotationAnimation(u8 gateId, s32 rotationDirection)
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{
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if (gRotatingGate_GateSpriteIds[gateId] != MAX_SPRITES)
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if (sRotatingGate_GateSpriteIds[gateId] != MAX_SPRITES)
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{
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struct Sprite *sprite = &gSprites[gRotatingGate_GateSpriteIds[gateId]];
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struct Sprite *sprite = &gSprites[sRotatingGate_GateSpriteIds[gateId]];
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sprite->data[1] = rotationDirection;
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sprite->data[2] = RotatingGate_GetGateOrientation(gateId);
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}
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@@ -957,10 +955,10 @@ bool8 CheckForRotatingGatePuzzleCollision(u8 direction, s16 x, s16 y)
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if (!GetCurrentMapRotatingGatePuzzleType())
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return FALSE;
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for (i = 0; i < gRotatingGate_PuzzleCount; i++)
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for (i = 0; i < sRotatingGate_PuzzleCount; i++)
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{
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s16 gateX = gRotatingGate_PuzzleConfig[i].x + MAP_OFFSET;
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s16 gateY = gRotatingGate_PuzzleConfig[i].y + MAP_OFFSET;
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s16 gateX = sRotatingGate_PuzzleConfig[i].x + MAP_OFFSET;
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s16 gateY = sRotatingGate_PuzzleConfig[i].y + MAP_OFFSET;
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if (gateX - 2 <= x && x <= gateX + 1 && gateY - 2 <= y && y <= gateY + 1)
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{
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@@ -995,10 +993,10 @@ bool8 CheckForRotatingGatePuzzleCollisionWithoutAnimation(u8 direction, s16 x, s
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if (!GetCurrentMapRotatingGatePuzzleType())
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return FALSE;
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for (i = 0; i < gRotatingGate_PuzzleCount; i++)
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for (i = 0; i < sRotatingGate_PuzzleCount; i++)
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{
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s16 gateX = gRotatingGate_PuzzleConfig[i].x + MAP_OFFSET;
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s16 gateY = gRotatingGate_PuzzleConfig[i].y + MAP_OFFSET;
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s16 gateX = sRotatingGate_PuzzleConfig[i].x + MAP_OFFSET;
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s16 gateY = sRotatingGate_PuzzleConfig[i].y + MAP_OFFSET;
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if (gateX - 2 <= x && x <= gateX + 1 && gateY - 2 <= y && y <= gateY + 1)
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{
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