document bounce effect
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@@ -101,7 +101,7 @@ static void PlayerHandleIntroSlide(void);
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static void PlayerHandleIntroTrainerBallThrow(void);
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static void PlayerHandleDrawPartyStatusSummary(void);
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static void PlayerHandleCmd49(void);
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static void PlayerHandleCmd50(void);
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static void PlayerHandleEndBounceEffect(void);
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static void PlayerHandleSpriteInvisibility(void);
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static void PlayerHandleBattleAnimation(void);
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static void PlayerHandleLinkStandbyMsg(void);
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@@ -188,7 +188,7 @@ static void (*const sPlayerBufferCommands[CONTROLLER_CMDS_COUNT])(void) =
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PlayerHandleIntroTrainerBallThrow,
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PlayerHandleDrawPartyStatusSummary,
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PlayerHandleCmd49,
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PlayerHandleCmd50,
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PlayerHandleEndBounceEffect,
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PlayerHandleSpriteInvisibility,
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PlayerHandleBattleAnimation,
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PlayerHandleLinkStandbyMsg,
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@@ -250,8 +250,8 @@ static void HandleInputChooseAction(void)
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{
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u16 itemId = gBattleBufferA[gActiveBattler][2] | (gBattleBufferA[gActiveBattler][3] << 8);
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dp11b_obj_instanciate(gActiveBattler, 1, 7, 1);
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dp11b_obj_instanciate(gActiveBattler, 0, 7, 1);
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DoBounceEffect(gActiveBattler, BOUNCE_HEALTHBOX, 7, 1);
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DoBounceEffect(gActiveBattler, BOUNCE_MON, 7, 1);
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if (gMain.newAndRepeatedKeys & DPAD_ANY && gSaveBlock2Ptr->optionsButtonMode == 2)
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gPlayerDpadHoldFrames++;
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@@ -347,8 +347,8 @@ static void HandleInputChooseAction(void)
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static void sub_80577F0(void) // unused
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{
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dp11b_obj_free(gActiveBattler, 1);
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dp11b_obj_free(gActiveBattler, 0);
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EndBounceEffect(gActiveBattler, BOUNCE_HEALTHBOX);
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EndBounceEffect(gActiveBattler, BOUNCE_MON);
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gBattlerControllerFuncs[gActiveBattler] = HandleInputChooseTarget;
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}
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@@ -358,7 +358,7 @@ static void HandleInputChooseTarget(void)
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u8 identities[4];
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memcpy(identities, sTargetIdentities, ARRAY_COUNT(sTargetIdentities));
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dp11b_obj_instanciate(gMultiUsePlayerCursor, 1, 0xF, 1);
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DoBounceEffect(gMultiUsePlayerCursor, BOUNCE_HEALTHBOX, 15, 1);
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// what a weird loop
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i = 0;
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@@ -367,7 +367,7 @@ static void HandleInputChooseTarget(void)
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do
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{
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if (i != gMultiUsePlayerCursor)
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dp11b_obj_free(i, 1);
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EndBounceEffect(i, BOUNCE_HEALTHBOX);
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i++;
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} while (i < gBattlersCount);
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}
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@@ -382,7 +382,7 @@ static void HandleInputChooseTarget(void)
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PlaySE(SE_SELECT);
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = sub_8039B2C;
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BtlController_EmitTwoReturnValues(1, 10, gMoveSelectionCursor[gActiveBattler] | (gMultiUsePlayerCursor << 8));
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dp11b_obj_free(gMultiUsePlayerCursor, 1);
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EndBounceEffect(gMultiUsePlayerCursor, BOUNCE_HEALTHBOX);
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PlayerBufferExecCompleted();
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}
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else if (gMain.newKeys & B_BUTTON || gPlayerDpadHoldFrames > 59)
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@@ -390,9 +390,9 @@ static void HandleInputChooseTarget(void)
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PlaySE(SE_SELECT);
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = sub_8039B2C;
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gBattlerControllerFuncs[gActiveBattler] = HandleInputChooseMove;
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dp11b_obj_instanciate(gActiveBattler, 1, 7, 1);
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dp11b_obj_instanciate(gActiveBattler, 0, 7, 1);
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dp11b_obj_free(gMultiUsePlayerCursor, 1);
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DoBounceEffect(gActiveBattler, BOUNCE_HEALTHBOX, 7, 1);
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DoBounceEffect(gActiveBattler, BOUNCE_MON, 7, 1);
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EndBounceEffect(gMultiUsePlayerCursor, BOUNCE_HEALTHBOX);
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}
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else if (gMain.newKeys & (DPAD_LEFT | DPAD_UP))
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{
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@@ -3030,10 +3030,10 @@ static void PlayerHandleCmd49(void)
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PlayerBufferExecCompleted();
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}
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static void PlayerHandleCmd50(void)
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static void PlayerHandleEndBounceEffect(void)
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{
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dp11b_obj_free(gActiveBattler, 1);
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dp11b_obj_free(gActiveBattler, 0);
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EndBounceEffect(gActiveBattler, BOUNCE_HEALTHBOX);
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EndBounceEffect(gActiveBattler, BOUNCE_MON);
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PlayerBufferExecCompleted();
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}
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@@ -3072,8 +3072,8 @@ static void PlayerHandleLinkStandbyMsg(void)
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PrintLinkStandbyMsg();
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// fall through
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case 1:
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dp11b_obj_free(gActiveBattler, 1);
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dp11b_obj_free(gActiveBattler, 0);
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EndBounceEffect(gActiveBattler, BOUNCE_HEALTHBOX);
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EndBounceEffect(gActiveBattler, BOUNCE_MON);
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break;
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case 2:
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PrintLinkStandbyMsg();
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