Use TASK_NONE constant
This commit is contained in:
+10
-10
@@ -1814,8 +1814,8 @@ void ClearBattleAnimationVars(void)
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for (i = 0; i < ANIM_ARGS_COUNT; i++)
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gBattleAnimArgs[i] = 0;
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sMonAnimTaskIdArray[0] = 0xFF;
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sMonAnimTaskIdArray[1] = 0xFF;
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sMonAnimTaskIdArray[0] = TASK_NONE;
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sMonAnimTaskIdArray[1] = TASK_NONE;
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gAnimMoveTurn = 0;
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sAnimBackgroundFadeState = 0;
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sAnimMoveIndex = 0;
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@@ -1861,8 +1861,8 @@ void LaunchBattleAnimation(const u8 *const animsTable[], u16 tableId, bool8 isMo
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for (i = 0; i < ANIM_ARGS_COUNT; i++)
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gBattleAnimArgs[i] = 0;
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sMonAnimTaskIdArray[0] = 0xFF;
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sMonAnimTaskIdArray[1] = 0xFF;
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sMonAnimTaskIdArray[0] = TASK_NONE;
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sMonAnimTaskIdArray[1] = TASK_NONE;
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sBattleAnimScriptPtr = animsTable[tableId];
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gAnimScriptActive = TRUE;
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gAnimFramesToWait = 0;
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@@ -2106,7 +2106,7 @@ static void ScriptCmd_end(void)
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// Keep waiting as long as there are animations to be done.
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if (gAnimVisualTaskCount != 0 || gAnimSoundTaskCount != 0
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|| sMonAnimTaskIdArray[0] != 0xFF || sMonAnimTaskIdArray[1] != 0xFF)
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|| sMonAnimTaskIdArray[0] != TASK_NONE || sMonAnimTaskIdArray[1] != TASK_NONE)
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{
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sSoundAnimFramesToWait = 0;
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gAnimFramesToWait = 1;
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@@ -2482,9 +2482,9 @@ static void ScriptCmd_clearmonbg(void)
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else
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battlerId = gBattleAnimTarget;
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if (sMonAnimTaskIdArray[0] != 0xFF)
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if (sMonAnimTaskIdArray[0] != TASK_NONE)
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gSprites[gBattlerSpriteIds[battlerId]].invisible = FALSE;
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if (animBattlerId > 1 && sMonAnimTaskIdArray[1] != 0xFF)
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if (animBattlerId > 1 && sMonAnimTaskIdArray[1] != TASK_NONE)
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gSprites[gBattlerSpriteIds[battlerId ^ BIT_FLANK]].invisible = FALSE;
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else
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animBattlerId = 0;
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@@ -2508,17 +2508,17 @@ static void sub_80A4980(u8 taskId)
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else
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to_BG2 = TRUE;
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if (sMonAnimTaskIdArray[0] != 0xFF)
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if (sMonAnimTaskIdArray[0] != TASK_NONE)
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{
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sub_80A477C(to_BG2);
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DestroyTask(sMonAnimTaskIdArray[0]);
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sMonAnimTaskIdArray[0] = 0xFF;
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sMonAnimTaskIdArray[0] = TASK_NONE;
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}
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if (gTasks[taskId].data[0] > 1)
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{
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sub_80A477C(to_BG2 ^ 1);
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DestroyTask(sMonAnimTaskIdArray[1]);
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sMonAnimTaskIdArray[1] = 0xFF;
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sMonAnimTaskIdArray[1] = TASK_NONE;
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}
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DestroyTask(taskId);
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}
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