Sync weather names

This commit is contained in:
GriffinR
2019-12-01 19:19:47 -05:00
committed by huderlem
parent 7beddd16dd
commit a4191040c9
92 changed files with 499 additions and 499 deletions
+23 -23
View File
@@ -188,7 +188,7 @@ void StartWeather(void)
void SetNextWeather(u8 weather)
{
if (weather != WEATHER_RAIN_LIGHT && weather != WEATHER_RAIN_MED && weather != WEATHER_RAIN_HEAVY)
if (weather != WEATHER_RAIN && weather != WEATHER_RAIN_THUNDERSTORM && weather != WEATHER_DOWNPOUR)
{
PlayRainStoppingSoundEffect();
}
@@ -371,11 +371,11 @@ static void FadeInScreenWithWeather(void)
switch (gWeatherPtr->currWeather)
{
case WEATHER_RAIN_LIGHT:
case WEATHER_RAIN_MED:
case WEATHER_RAIN_HEAVY:
case WEATHER_RAIN:
case WEATHER_RAIN_THUNDERSTORM:
case WEATHER_DOWNPOUR:
case WEATHER_SNOW:
case WEATHER_SHADE:
case WEATHER_CLOUDY:
if (FadeInScreen_RainShowShade() == FALSE)
{
gWeatherPtr->gammaIndex = 3;
@@ -389,17 +389,17 @@ static void FadeInScreenWithWeather(void)
gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_IDLE;
}
break;
case WEATHER_FOG_1:
case WEATHER_FOG_HORIZONTAL:
if (FadeInScreen_Fog1() == FALSE)
{
gWeatherPtr->gammaIndex = 0;
gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_IDLE;
}
break;
case WEATHER_ASH:
case WEATHER_VOLCANIC_ASH:
case WEATHER_SANDSTORM:
case WEATHER_FOG_2:
case WEATHER_FOG_3:
case WEATHER_FOG_DIAGONAL:
case WEATHER_UNDERWATER:
default:
if (!gPaletteFade.active)
{
@@ -763,12 +763,12 @@ void FadeScreen(u8 mode, s8 delay)
switch (gWeatherPtr->currWeather)
{
case WEATHER_RAIN_LIGHT:
case WEATHER_RAIN_MED:
case WEATHER_RAIN_HEAVY:
case WEATHER_RAIN:
case WEATHER_RAIN_THUNDERSTORM:
case WEATHER_DOWNPOUR:
case WEATHER_SNOW:
case WEATHER_FOG_1:
case WEATHER_SHADE:
case WEATHER_FOG_HORIZONTAL:
case WEATHER_CLOUDY:
case WEATHER_DROUGHT:
useWeatherPal = TRUE;
break;
@@ -816,7 +816,7 @@ void UpdateSpritePaletteWithWeather(u8 spritePaletteIndex)
case WEATHER_PAL_STATE_SCREEN_FADING_IN:
if (gWeatherPtr->unknown_6CA != 0)
{
if (gWeatherPtr->currWeather == WEATHER_FOG_1)
if (gWeatherPtr->currWeather == WEATHER_FOG_HORIZONTAL)
MarkFogSpritePalToLighten(paletteIndex);
paletteIndex *= 16;
for (i = 0; i < 16; i++)
@@ -831,7 +831,7 @@ void UpdateSpritePaletteWithWeather(u8 spritePaletteIndex)
// WEATHER_PAL_STATE_CHANGING_WEATHER
// WEATHER_PAL_STATE_CHANGING_IDLE
default:
if (gWeatherPtr->currWeather != WEATHER_FOG_1)
if (gWeatherPtr->currWeather != WEATHER_FOG_HORIZONTAL)
{
ApplyGammaShift(paletteIndex, 1, gWeatherPtr->gammaIndex);
}
@@ -995,34 +995,34 @@ void sub_80AC274(u8 a)
switch (a)
{
case 1:
SetWeather(WEATHER_CLOUDS);
SetWeather(WEATHER_SUNNY_CLOUDS);
break;
case 2:
SetWeather(WEATHER_SUNNY);
break;
case 3:
SetWeather(WEATHER_RAIN_LIGHT);
SetWeather(WEATHER_RAIN);
break;
case 4:
SetWeather(WEATHER_SNOW);
break;
case 5:
SetWeather(WEATHER_RAIN_MED);
SetWeather(WEATHER_RAIN_THUNDERSTORM);
break;
case 6:
SetWeather(WEATHER_FOG_1);
SetWeather(WEATHER_FOG_HORIZONTAL);
break;
case 7:
SetWeather(WEATHER_FOG_2);
SetWeather(WEATHER_FOG_DIAGONAL);
break;
case 8:
SetWeather(WEATHER_ASH);
SetWeather(WEATHER_VOLCANIC_ASH);
break;
case 9:
SetWeather(WEATHER_SANDSTORM);
break;
case 10:
SetWeather(WEATHER_SHADE);
SetWeather(WEATHER_CLOUDY);
break;
}
}