Document object lock and some trainer approach
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@@ -1197,7 +1197,7 @@ void ConfigureAndSetUpOneTrainerBattle(u8 trainerObjEventId, const u8 *trainerSc
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gSelectedObjectEvent = trainerObjEventId;
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gSpecialVar_LastTalked = gObjectEvents[trainerObjEventId].localId;
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BattleSetup_ConfigureTrainerBattle(trainerScript + 1);
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ScriptContext1_SetupScript(EventScript_271354);
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ScriptContext1_SetupScript(EventScript_StartTrainerApproach);
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ScriptContext2_Enable();
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}
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@@ -1210,7 +1210,7 @@ void ConfigureTwoTrainersBattle(u8 trainerObjEventId, const u8 *trainerScript)
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void SetUpTwoTrainersBattle(void)
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{
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ScriptContext1_SetupScript(EventScript_271354);
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ScriptContext1_SetupScript(EventScript_StartTrainerApproach);
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ScriptContext2_Enable();
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}
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@@ -1220,10 +1220,12 @@ bool32 GetTrainerFlagFromScriptPointer(const u8 *data)
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return FlagGet(TRAINER_FLAGS_START + flag);
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}
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void SetUpTrainerMovement(void)
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// Set trainer's movement type so they stop and remain facing that direction
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// Note: Only for trainers who are spoken to directly
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// For trainers who spot the player this is handled by PlayerFaceApproachingTrainer
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void SetTrainerFacingDirection(void)
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{
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struct ObjectEvent *objectEvent = &gObjectEvents[gSelectedObjectEvent];
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SetTrainerMovementType(objectEvent, GetTrainerFacingDirectionMovementType(objectEvent->facingDirection));
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}
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@@ -1437,7 +1439,7 @@ void ShowTrainerCantBattleSpeech(void)
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ShowFieldMessage(GetTrainerCantBattleSpeech());
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}
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void SetUpTrainerEncounterMusic(void)
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void PlayTrainerEncounterMusic(void)
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{
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u16 trainerId;
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u16 music;
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