Merge branch 'master' of https://github.com/pret/pokeemerald into porymap-6

This commit is contained in:
GriffinR
2025-05-14 11:50:11 -04:00
276 changed files with 11759 additions and 11089 deletions
+9 -7
View File
@@ -4800,7 +4800,9 @@ static void Task_LearnNextMoveOrClosePartyMenu(u8 taskId)
if (IsFanfareTaskInactive() && ((JOY_NEW(A_BUTTON)) || (JOY_NEW(B_BUTTON))))
{
if (gPartyMenu.learnMoveState == 1)
{
Task_TryLearningNextMove(taskId);
}
else
{
if (gPartyMenu.learnMoveState == 2) // never occurs
@@ -5913,20 +5915,20 @@ static void BufferBattlePartyOrder(u8 *partyBattleOrder, u8 flankId)
partyBattleOrder[i] = (partyIds[0 + (i * 2)] << 4) | partyIds[1 + (i * 2)];
}
void BufferBattlePartyCurrentOrderBySide(u8 battlerId, u8 flankId)
void BufferBattlePartyCurrentOrderBySide(u8 battler, u8 flankId)
{
BufferBattlePartyOrderBySide(gBattleStruct->battlerPartyOrders[battlerId], flankId, battlerId);
BufferBattlePartyOrderBySide(gBattleStruct->battlerPartyOrders[battler], flankId, battler);
}
// when GetBattlerSide(battlerId) == B_SIDE_PLAYER, this function is identical the one above
static void BufferBattlePartyOrderBySide(u8 *partyBattleOrder, u8 flankId, u8 battlerId)
// when GetBattlerSide(battler) == B_SIDE_PLAYER, this function is identical the one above
static void BufferBattlePartyOrderBySide(u8 *partyBattleOrder, u8 flankId, u8 battler)
{
u8 partyIndexes[PARTY_SIZE];
int i, j;
u8 leftBattler;
u8 rightBattler;
if (GetBattlerSide(battlerId) == B_SIDE_PLAYER)
if (GetBattlerSide(battler) == B_SIDE_PLAYER)
{
leftBattler = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT);
rightBattler = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT);
@@ -5985,7 +5987,7 @@ static void BufferBattlePartyOrderBySide(u8 *partyBattleOrder, u8 flankId, u8 ba
partyBattleOrder[i] = (partyIndexes[0 + (i * 2)] << 4) | partyIndexes[1 + (i * 2)];
}
void SwitchPartyOrderLinkMulti(u8 battlerId, u8 slot, u8 slot2)
void SwitchPartyOrderLinkMulti(u8 battler, u8 slot, u8 slot2)
{
u8 partyIds[PARTY_SIZE];
u8 tempSlot = 0;
@@ -5995,7 +5997,7 @@ void SwitchPartyOrderLinkMulti(u8 battlerId, u8 slot, u8 slot2)
if (IsMultiBattle())
{
partyBattleOrder = gBattleStruct->battlerPartyOrders[battlerId];
partyBattleOrder = gBattleStruct->battlerPartyOrders[battler];
for (i = j = 0; i < PARTY_SIZE / 2; j++, i++)
{
partyIds[j] = partyBattleOrder[i] >> 4;