Document object lock and some trainer approach
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@@ -16,18 +16,19 @@ bool8 IsPlayerStandingStill(void)
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return TRUE;
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}
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static void sub_80983A4(u8 taskId)
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// Freeze player once their movement is finished
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static void Task_FreezePlayer(u8 taskId)
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{
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if (IsPlayerStandingStill())
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{
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sub_808B864();
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PlayerFreeze();
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DestroyTask(taskId);
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}
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}
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bool8 sub_80983C4(void)
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bool8 IsFreezePlayerFinished(void)
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{
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if (FuncIsActiveTask(sub_80983A4))
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if (FuncIsActiveTask(Task_FreezePlayer))
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{
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return FALSE;
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}
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@@ -42,30 +43,35 @@ bool8 sub_80983C4(void)
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void ScriptFreezeObjectEvents(void)
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{
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FreezeObjectEvents();
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CreateTask(sub_80983A4, 80);
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CreateTask(Task_FreezePlayer, 80);
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}
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static void sub_8098400(u8 taskId)
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#define tPlayerFrozen data[0]
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#define tObjectFrozen data[1]
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#define tObjectId data[2]
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// Freeze selected object and player once their movement is finished
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static void Task_FreezeSelectedObjectAndPlayer(u8 taskId)
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{
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struct Task *task = &gTasks[taskId];
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if (!task->data[0] && IsPlayerStandingStill() == TRUE)
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if (!task->tPlayerFrozen && IsPlayerStandingStill() == TRUE)
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{
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sub_808B864();
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task->data[0] = 1;
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PlayerFreeze();
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task->tPlayerFrozen = TRUE;
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}
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if (!task->data[1] && !gObjectEvents[gSelectedObjectEvent].singleMovementActive)
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if (!task->tObjectFrozen && !gObjectEvents[gSelectedObjectEvent].singleMovementActive)
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{
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FreezeObjectEvent(&gObjectEvents[gSelectedObjectEvent]);
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task->data[1] = 1;
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task->tObjectFrozen = TRUE;
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}
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if (task->data[0] && task->data[1])
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if (task->tPlayerFrozen && task->tObjectFrozen)
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DestroyTask(taskId);
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}
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bool8 sub_809847C(void)
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bool8 IsFreezeSelectedObjectAndPlayerFinished(void)
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{
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if (FuncIsActiveTask(sub_8098400))
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if (FuncIsActiveTask(Task_FreezeSelectedObjectAndPlayer))
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{
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return FALSE;
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}
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@@ -80,11 +86,11 @@ void LockSelectedObjectEvent(void)
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{
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u8 taskId;
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FreezeObjectEventsExceptOne(gSelectedObjectEvent);
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taskId = CreateTask(sub_8098400, 80);
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taskId = CreateTask(Task_FreezeSelectedObjectAndPlayer, 80);
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if (!gObjectEvents[gSelectedObjectEvent].singleMovementActive)
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{
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FreezeObjectEvent(&gObjectEvents[gSelectedObjectEvent]);
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gTasks[taskId].data[1] = 1;
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gTasks[taskId].tObjectFrozen = TRUE;
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}
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}
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@@ -118,64 +124,71 @@ void Script_ClearHeldMovement(void)
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ObjectEventClearHeldMovementIfActive(&gObjectEvents[gSelectedObjectEvent]);
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}
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static void sub_80985BC(u8 taskId)
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// Freeze designated object and player once their movement is finished
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static void Task_FreezeObjectAndPlayer(u8 taskId)
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{
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struct Task *task = &gTasks[taskId];
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u8 objectEventId = task->data[2];
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u8 objectEventId = task->tObjectId;
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if (!task->data[0] && IsPlayerStandingStill() == TRUE)
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if (!task->tPlayerFrozen && IsPlayerStandingStill() == TRUE)
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{
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sub_808B864();
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task->data[0] = 1;
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PlayerFreeze();
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task->tPlayerFrozen = TRUE;
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}
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if (!task->data[1] && !gObjectEvents[objectEventId].singleMovementActive)
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if (!task->tObjectFrozen && !gObjectEvents[objectEventId].singleMovementActive)
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{
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FreezeObjectEvent(&gObjectEvents[objectEventId]);
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task->data[1] = 1;
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task->tObjectFrozen = TRUE;
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}
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if (task->data[0] && task->data[1])
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if (task->tPlayerFrozen && task->tObjectFrozen)
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DestroyTask(taskId);
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}
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void sub_8098630(void)
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void FreezeForApproachingTrainers(void)
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{
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u8 trainerObjectId1, trainerObjectId2, taskId;
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trainerObjectId1 = GetChosenApproachingTrainerObjectEventId(0);
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if(gNoOfApproachingTrainers == 2)
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if (gNoOfApproachingTrainers == 2)
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{
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// Get second trainer, freeze all other objects
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trainerObjectId2 = GetChosenApproachingTrainerObjectEventId(1);
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sub_8098074(trainerObjectId1, trainerObjectId2);
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taskId = CreateTask(sub_80985BC, 80);
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gTasks[taskId].data[2] = trainerObjectId1;
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if(!gObjectEvents[trainerObjectId1].singleMovementActive)
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FreezeObjectEventsExceptTwo(trainerObjectId1, trainerObjectId2);
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// Start task to freeze trainer 1 (and player) after movement
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taskId = CreateTask(Task_FreezeObjectAndPlayer, 80);
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gTasks[taskId].tObjectId = trainerObjectId1;
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if (!gObjectEvents[trainerObjectId1].singleMovementActive)
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{
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FreezeObjectEvent(&gObjectEvents[trainerObjectId1]);
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gTasks[taskId].data[1] = 1;
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gTasks[taskId].tObjectFrozen = TRUE;
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}
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taskId = CreateTask(sub_80985BC, 81);
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gTasks[taskId].data[2] = trainerObjectId2;
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if(!gObjectEvents[trainerObjectId2].singleMovementActive)
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// Start task to freeze trainer 2 after movement
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taskId = CreateTask(Task_FreezeObjectAndPlayer, 81);
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gTasks[taskId].tObjectId = trainerObjectId2;
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if (!gObjectEvents[trainerObjectId2].singleMovementActive)
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{
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FreezeObjectEvent(&gObjectEvents[trainerObjectId2]);
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gTasks[taskId].data[1] = 1;
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gTasks[taskId].tObjectFrozen = TRUE;
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}
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}
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else
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{
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FreezeObjectEventsExceptOne(trainerObjectId1);
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taskId = CreateTask(sub_80985BC, 80);
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gTasks[taskId].data[2] = trainerObjectId1;
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if(!gObjectEvents[trainerObjectId1].singleMovementActive)
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taskId = CreateTask(Task_FreezeObjectAndPlayer, 80);
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gTasks[taskId].tObjectId = trainerObjectId1;
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if (!gObjectEvents[trainerObjectId1].singleMovementActive)
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{
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FreezeObjectEvent(&gObjectEvents[trainerObjectId1]);
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gTasks[taskId].data[1] = 1;
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gTasks[taskId].tObjectFrozen = TRUE;
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}
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}
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}
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bool8 sub_8098734(void)
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bool8 IsFreezeObjectAndPlayerFinished(void)
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{
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if (FuncIsActiveTask(sub_80985BC))
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if (FuncIsActiveTask(Task_FreezeObjectAndPlayer))
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{
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return FALSE;
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}
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@@ -185,3 +198,7 @@ bool8 sub_8098734(void)
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return TRUE;
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}
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}
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#undef tPlayerFrozen
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#undef tObjectFrozen
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#undef tObjectId
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