Merge branch 'master' into doc-union
This commit is contained in:
+29
-29
@@ -1687,7 +1687,7 @@ static bool8 (*const sFishingStateFuncs[])(struct Task *) =
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{
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Fishing_Init,
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Fishing_GetRodOut,
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Fishing_WaitBeforeDots,
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Fishing_WaitBeforeDots,
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Fishing_InitDots, // FISHING_START_ROUND
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Fishing_ShowDots,
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Fishing_CheckForBite,
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@@ -1729,13 +1729,13 @@ static bool8 Fishing_GetRodOut(struct Task *task)
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{
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struct ObjectEvent *playerObjEvent;
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const s16 minRounds1[] = {
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[OLD_ROD] = 1,
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[GOOD_ROD] = 1,
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[OLD_ROD] = 1,
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[GOOD_ROD] = 1,
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[SUPER_ROD] = 1
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};
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const s16 minRounds2[] = {
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[OLD_ROD] = 1,
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[GOOD_ROD] = 3,
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[OLD_ROD] = 1,
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[GOOD_ROD] = 3,
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[SUPER_ROD] = 6
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};
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@@ -1865,8 +1865,8 @@ static bool8 Fishing_GotBite(struct Task *task)
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static bool8 Fishing_WaitForA(struct Task *task)
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{
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const s16 reelTimeouts[3] = {
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[OLD_ROD] = 36,
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[GOOD_ROD] = 33,
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[OLD_ROD] = 36,
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[GOOD_ROD] = 33,
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[SUPER_ROD] = 30
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};
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@@ -1933,8 +1933,8 @@ static bool8 Fishing_StartEncounter(struct Task *task)
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ObjectEventTurn(playerObjEvent, playerObjEvent->movementDirection);
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if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_SURFING)
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SetSurfBlob_PlayerOffset(gObjectEvents[gPlayerAvatar.objectEventId].fieldEffectSpriteId, FALSE, 0);
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gSprites[gPlayerAvatar.spriteId].pos2.x = 0;
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gSprites[gPlayerAvatar.spriteId].pos2.y = 0;
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gSprites[gPlayerAvatar.spriteId].x2 = 0;
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gSprites[gPlayerAvatar.spriteId].y2 = 0;
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ClearDialogWindowAndFrame(0, TRUE);
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task->tFrameCounter++;
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return FALSE;
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@@ -1990,8 +1990,8 @@ static bool8 Fishing_PutRodAway(struct Task *task)
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ObjectEventTurn(playerObjEvent, playerObjEvent->movementDirection);
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if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_SURFING)
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SetSurfBlob_PlayerOffset(gObjectEvents[gPlayerAvatar.objectEventId].fieldEffectSpriteId, FALSE, 0);
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gSprites[gPlayerAvatar.spriteId].pos2.x = 0;
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gSprites[gPlayerAvatar.spriteId].pos2.y = 0;
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gSprites[gPlayerAvatar.spriteId].x2 = 0;
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gSprites[gPlayerAvatar.spriteId].y2 = 0;
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task->tStep++;
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}
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return FALSE;
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@@ -2023,8 +2023,8 @@ static void AlignFishingAnimationFrames(void)
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u8 animType;
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AnimateSprite(playerSprite);
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playerSprite->pos2.x = 0;
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playerSprite->pos2.y = 0;
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playerSprite->x2 = 0;
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playerSprite->y2 = 0;
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animCmdIndex = playerSprite->animCmdIndex;
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if (playerSprite->anims[playerSprite->animNum][animCmdIndex].type == -1)
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{
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@@ -2039,16 +2039,16 @@ static void AlignFishingAnimationFrames(void)
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animType = playerSprite->anims[playerSprite->animNum][animCmdIndex].type;
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if (animType == 1 || animType == 2 || animType == 3)
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{
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playerSprite->pos2.x = 8;
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playerSprite->x2 = 8;
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if (GetPlayerFacingDirection() == 3)
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playerSprite->pos2.x = -8;
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playerSprite->x2 = -8;
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}
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if (animType == 5)
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playerSprite->pos2.y = -8;
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playerSprite->y2 = -8;
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if (animType == 10 || animType == 11)
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playerSprite->pos2.y = 8;
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playerSprite->y2 = 8;
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if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_SURFING)
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SetSurfBlob_PlayerOffset(gObjectEvents[gPlayerAvatar.objectEventId].fieldEffectSpriteId, TRUE, playerSprite->pos2.y);
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SetSurfBlob_PlayerOffset(gObjectEvents[gPlayerAvatar.objectEventId].fieldEffectSpriteId, TRUE, playerSprite->y2);
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}
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void SetSpinStartFacingDir(u8 direction)
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@@ -2090,8 +2090,8 @@ static void Task_DoPlayerSpinExit(u8 taskId)
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SetSpinStartFacingDir(object->facingDirection);
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tSpinDelayTimer = 0;
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tSpeed = 1;
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tCurY = (u16)(sprite->pos1.y + sprite->pos2.y) << 4;
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sprite->pos2.y = 0;
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tCurY = (u16)(sprite->y + sprite->y2) << 4;
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sprite->y2 = 0;
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CameraObjectReset2();
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object->fixedPriority = TRUE;
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sprite->oam.priority = 0;
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@@ -2100,14 +2100,14 @@ static void Task_DoPlayerSpinExit(u8 taskId)
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tState++;
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case 1: // Spin while rising
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TrySpinPlayerForWarp(object, &tSpinDelayTimer);
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// Rise and accelerate
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tCurY -= tSpeed;
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tSpeed += 3;
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sprite->pos1.y = tCurY >> 4;
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sprite->y = tCurY >> 4;
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// Check if offscreen
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if (sprite->pos1.y + (s16)gTotalCameraPixelOffsetY < -32)
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if (sprite->y + (s16)gTotalCameraPixelOffsetY < -32)
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tState++;
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break;
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case 2:
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@@ -2156,11 +2156,11 @@ static void Task_DoPlayerSpinEntrance(u8 taskId)
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ObjectEventForceSetHeldMovement(object, GetFaceDirectionMovementAction(sSpinDirections[tStartDir]));
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tSpinDelayTimer = 0;
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tSpeed = 116;
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tDestY = sprite->pos1.y;
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tDestY = sprite->y;
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tPriority = sprite->oam.priority;
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tSubpriority = sprite->subpriority;
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tCurY = -((u16)sprite->pos2.y + 32) * 16;
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sprite->pos2.y = 0;
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tCurY = -((u16)sprite->y2 + 32) * 16;
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sprite->y2 = 0;
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CameraObjectReset2();
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object->fixedPriority = TRUE;
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sprite->oam.priority = 1;
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@@ -2175,12 +2175,12 @@ static void Task_DoPlayerSpinEntrance(u8 taskId)
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tSpeed -= 3;
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if (tSpeed < 4)
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tSpeed = 4;
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sprite->pos1.y = tCurY >> 4;
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sprite->y = tCurY >> 4;
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// Check if reached dest
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if (sprite->pos1.y >= tDestY)
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if (sprite->y >= tDestY)
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{
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sprite->pos1.y = tDestY;
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sprite->y = tDestY;
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tGroundTimer = 0;
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tState++;
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}
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