Update old weather names in field_weather_effect

This commit is contained in:
GriffinR
2019-12-06 13:25:45 -05:00
committed by huderlem
parent 955bfe3f5c
commit 7f22fc9879
7 changed files with 224 additions and 230 deletions
+24 -24
View File
@@ -56,7 +56,7 @@ static void ApplyDroughtGammaShiftWithBlend(s8 gammaIndex, u8 blendCoeff, u16 bl
static void ApplyFogBlend(u8 blendCoeff, u16 blendColor);
static bool8 FadeInScreen_RainShowShade(void);
static bool8 FadeInScreen_Drought(void);
static bool8 FadeInScreen_Fog1(void);
static bool8 FadeInScreen_FogHorizontal(void);
static void FadeInScreenWithWeather(void);
static void DoNothing(void);
static void Task_WeatherInit(u8 taskId);
@@ -89,29 +89,29 @@ struct Weather *const gWeatherPtr = &gWeather;
static const struct WeatherCallbacks sWeatherFuncs[] =
{
{None_Init, None_Main, None_Init, None_Finish},
{Clouds_InitVars, Clouds_Main, Clouds_InitAll, Clouds_Finish},
{Sunny_InitVars, Sunny_Main, Sunny_InitAll, Sunny_Finish},
{LightRain_InitVars, LightRain_Main, LightRain_InitAll, LightRain_Finish},
{Snow_InitVars, Snow_Main, Snow_InitAll, Snow_Finish},
{MedRain_InitVars, Rain_Main, MedRain_InitAll, Rain_Finish},
{Fog1_InitVars, Fog1_Main, Fog1_InitAll, Fog1_Finish},
{Ash_InitVars, Ash_Main, Ash_InitAll, Ash_Finish},
{Sandstorm_InitVars, Sandstorm_Main, Sandstorm_InitAll, Sandstorm_Finish},
{Fog2_InitVars, Fog2_Main, Fog2_InitAll, Fog2_Finish},
{Fog1_InitVars, Fog1_Main, Fog1_InitAll, Fog1_Finish},
{Shade_InitVars, Shade_Main, Shade_InitAll, Shade_Finish},
{Drought_InitVars, Drought_Main, Drought_InitAll, Drought_Finish},
{HeavyRain_InitVars, Rain_Main, HeavyRain_InitAll, Rain_Finish},
{Bubbles_InitVars, Bubbles_Main, Bubbles_InitAll, Bubbles_Finish},
[WEATHER_NONE] = {None_Init, None_Main, None_Init, None_Finish},
[WEATHER_SUNNY_CLOUDS] = {Clouds_InitVars, Clouds_Main, Clouds_InitAll, Clouds_Finish},
[WEATHER_SUNNY] = {Sunny_InitVars, Sunny_Main, Sunny_InitAll, Sunny_Finish},
[WEATHER_RAIN] = {Rain_InitVars, Rain_Main, Rain_InitAll, Rain_Finish},
[WEATHER_SNOW] = {Snow_InitVars, Snow_Main, Snow_InitAll, Snow_Finish},
[WEATHER_RAIN_THUNDERSTORM] = {Thunderstorm_InitVars, Thunderstorm_Main, Thunderstorm_InitAll, Thunderstorm_Finish},
[WEATHER_FOG_HORIZONTAL] = {FogHorizontal_InitVars, FogHorizontal_Main, FogHorizontal_InitAll, FogHorizontal_Finish},
[WEATHER_VOLCANIC_ASH] = {Ash_InitVars, Ash_Main, Ash_InitAll, Ash_Finish},
[WEATHER_SANDSTORM] = {Sandstorm_InitVars, Sandstorm_Main, Sandstorm_InitAll, Sandstorm_Finish},
[WEATHER_FOG_DIAGONAL] = {FogDiagonal_InitVars, FogDiagonal_Main, FogDiagonal_InitAll, FogDiagonal_Finish},
[WEATHER_UNDERWATER] = {FogHorizontal_InitVars, FogHorizontal_Main, FogHorizontal_InitAll, FogHorizontal_Finish},
[WEATHER_SHADE] = {Shade_InitVars, Shade_Main, Shade_InitAll, Shade_Finish},
[WEATHER_DROUGHT] = {Drought_InitVars, Drought_Main, Drought_InitAll, Drought_Finish},
[WEATHER_DOWNPOUR] = {Downpour_InitVars, Thunderstorm_Main, Downpour_InitAll, Thunderstorm_Finish},
[WEATHER_UNDERWATER_BUBBLES] = {Bubbles_InitVars, Bubbles_Main, Bubbles_InitAll, Bubbles_Finish},
};
void (*const gWeatherPalStateFuncs[])(void) =
{
UpdateWeatherGammaShift, // WEATHER_PAL_STATE_CHANGING_WEATHER
FadeInScreenWithWeather, // WEATHER_PAL_STATE_SCREEN_FADING_IN
DoNothing, // WEATHER_PAL_STATE_SCREEN_FADING_OUT
DoNothing, // WEATHER_PAL_STATE_IDLE
[WEATHER_PAL_STATE_CHANGING_WEATHER] = UpdateWeatherGammaShift,
[WEATHER_PAL_STATE_SCREEN_FADING_IN] = FadeInScreenWithWeather,
[WEATHER_PAL_STATE_SCREEN_FADING_OUT] = DoNothing,
[WEATHER_PAL_STATE_IDLE] = DoNothing,
};
// This table specifies which of the gamma shift tables should be
@@ -171,8 +171,8 @@ void StartWeather(void)
gWeatherPtr->cloudSpritesCreated = 0;
gWeatherPtr->snowflakeSpriteCount = 0;
gWeatherPtr->ashSpritesCreated = 0;
gWeatherPtr->fog1SpritesCreated = 0;
gWeatherPtr->fog2SpritesCreated = 0;
gWeatherPtr->fogHSpritesCreated = 0;
gWeatherPtr->fogDSpritesCreated = 0;
gWeatherPtr->sandstormSpritesCreated = 0;
gWeatherPtr->sandstormSwirlSpritesCreated = 0;
gWeatherPtr->bubblesSpritesCreated = 0;
@@ -390,7 +390,7 @@ static void FadeInScreenWithWeather(void)
}
break;
case WEATHER_FOG_HORIZONTAL:
if (FadeInScreen_Fog1() == FALSE)
if (FadeInScreen_FogHorizontal() == FALSE)
{
gWeatherPtr->gammaIndex = 0;
gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_IDLE;
@@ -442,7 +442,7 @@ static bool8 FadeInScreen_Drought(void)
return TRUE;
}
static bool8 FadeInScreen_Fog1(void)
static bool8 FadeInScreen_FogHorizontal(void)
{
if (gWeatherPtr->fadeScreenCounter == 16)
return FALSE;