Merge branch 'master' into thunder
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@@ -78,6 +78,11 @@
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#define BATTLE_TYPE_RECORDED_IS_MASTER (1 << 31)
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#define BATTLE_TYPE_FRONTIER (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE | BATTLE_TYPE_PYRAMID)
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#define BATTLE_TYPE_FRONTIER_NO_PYRAMID (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE)
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#define BATTLE_TYPE_RECORDED_INVALID ((BATTLE_TYPE_LINK | BATTLE_TYPE_SAFARI | BATTLE_TYPE_FIRST_BATTLE \
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| BATTLE_TYPE_WALLY_TUTORIAL | BATTLE_TYPE_ROAMER | BATTLE_TYPE_EREADER_TRAINER \
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| BATTLE_TYPE_KYOGRE_GROUDON | BATTLE_TYPE_LEGENDARY | BATTLE_TYPE_REGI \
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| BATTLE_TYPE_RECORDED | BATTLE_TYPE_TRAINER_HILL | BATTLE_TYPE_SECRET_BASE \
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| BATTLE_TYPE_GROUDON | BATTLE_TYPE_KYOGRE | BATTLE_TYPE_RAYQUAZA))
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// Battle Outcome defines
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#define B_OUTCOME_WON 1
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@@ -19,6 +19,8 @@ enum {
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PALTAG_WEATHER_2
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};
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#define NUM_WEATHER_COLOR_MAPS 19
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struct Weather
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{
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union
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@@ -39,12 +41,12 @@ struct Weather
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struct Sprite *sandstormSprites2[NUM_SWIRL_SANDSTORM_SPRITES];
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} s2;
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} sprites;
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u8 gammaShifts[19][32];
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u8 altGammaShifts[19][32];
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s8 gammaIndex;
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s8 gammaTargetIndex;
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u8 gammaStepDelay;
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u8 gammaStepFrameCounter;
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u8 darkenedContrastColorMaps[NUM_WEATHER_COLOR_MAPS][32];
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u8 contrastColorMaps[NUM_WEATHER_COLOR_MAPS][32];
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s8 colorMapIndex;
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s8 targetColorMapIndex;
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u8 colorMapStepDelay;
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u8 colorMapStepCounter;
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u16 fadeDestColor;
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u8 palProcessingState;
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u8 fadeScreenCounter;
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@@ -59,7 +61,7 @@ struct Weather
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u8 weatherGfxLoaded;
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bool8 weatherChangeComplete;
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u8 weatherPicSpritePalIndex;
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u8 altGammaSpritePalIndex;
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u8 contrastColorMapSpritePalIndex;
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// Rain
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u16 rainSpriteVisibleCounter;
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u8 curRainSpriteIndex;
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@@ -146,12 +148,12 @@ void StartWeather(void);
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void SetNextWeather(u8 weather);
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void SetCurrentAndNextWeather(u8 weather);
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void SetCurrentAndNextWeatherNoDelay(u8 weather);
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void ApplyWeatherGammaShiftIfIdle(s8 gammaIndex);
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void ApplyWeatherGammaShiftIfIdle_Gradual(u8 gammaIndex, u8 gammaTargetIndex, u8 gammaStepDelay);
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void ApplyWeatherColorMapIfIdle(s8 colorMapIndex);
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void ApplyWeatherColorMapIfIdle_Gradual(u8 colorMapIndex, u8 targetColorMapIndex, u8 colorMapStepDelay);
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void FadeScreen(u8 mode, s8 delay);
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bool8 IsWeatherNotFadingIn(void);
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void UpdateSpritePaletteWithWeather(u8 spritePaletteIndex);
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void ApplyWeatherGammaShiftToPal(u8 paletteIndex);
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void ApplyWeatherColorMapToPal(u8 paletteIndex);
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void LoadCustomWeatherSpritePalette(const u16 *palette);
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void ResetDroughtWeatherPaletteLoading(void);
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bool8 LoadDroughtWeatherPalettes(void);
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