Document files with a few remaining symbols
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+49
-48
@@ -225,10 +225,10 @@ static void (*const sPlayerAvatarTransitionFuncs[])(struct ObjectEvent *) =
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static bool8 (*const sArrowWarpMetatileBehaviorChecks[])(u8) =
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{
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MetatileBehavior_IsSouthArrowWarp,
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MetatileBehavior_IsNorthArrowWarp,
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MetatileBehavior_IsWestArrowWarp,
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MetatileBehavior_IsEastArrowWarp,
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[DIR_SOUTH - 1] = MetatileBehavior_IsSouthArrowWarp,
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[DIR_NORTH - 1] = MetatileBehavior_IsNorthArrowWarp,
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[DIR_WEST - 1] = MetatileBehavior_IsWestArrowWarp,
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[DIR_EAST - 1] = MetatileBehavior_IsEastArrowWarp,
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};
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static const u8 sRivalAvatarGfxIds[][2] =
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@@ -281,10 +281,10 @@ static const u8 sPlayerAvatarGfxToStateFlag[2][5][2] =
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static bool8 (*const sArrowWarpMetatileBehaviorChecks2[])(u8) = //Duplicate of sArrowWarpMetatileBehaviorChecks
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{
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MetatileBehavior_IsSouthArrowWarp,
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MetatileBehavior_IsNorthArrowWarp,
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MetatileBehavior_IsWestArrowWarp,
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MetatileBehavior_IsEastArrowWarp,
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[DIR_SOUTH - 1] = MetatileBehavior_IsSouthArrowWarp,
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[DIR_NORTH - 1] = MetatileBehavior_IsNorthArrowWarp,
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[DIR_WEST - 1] = MetatileBehavior_IsWestArrowWarp,
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[DIR_EAST - 1] = MetatileBehavior_IsEastArrowWarp,
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};
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static bool8 (*const sPushBoulderFuncs[])(struct Task *, struct ObjectEvent *, struct ObjectEvent *) =
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@@ -929,9 +929,9 @@ static bool8 PlayerCheckIfAnimFinishedOrInactive(void)
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return ObjectEventCheckHeldMovementStatus(&gObjectEvents[gPlayerAvatar.objectEventId]);
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}
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static void PlayerSetCopyableMovement(u8 a)
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static void PlayerSetCopyableMovement(u8 movement)
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{
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gObjectEvents[gPlayerAvatar.objectEventId].playerCopyableMovement = a;
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gObjectEvents[gPlayerAvatar.objectEventId].playerCopyableMovement = movement;
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}
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u8 PlayerGetCopyableMovement(void)
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@@ -955,65 +955,65 @@ void PlayerSetAnimId(u8 movementActionId, u8 copyableMovement)
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void PlayerWalkNormal(u8 direction)
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{
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PlayerSetAnimId(GetWalkNormalMovementAction(direction), 2);
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PlayerSetAnimId(GetWalkNormalMovementAction(direction), COPY_MOVE_WALK);
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}
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void PlayerWalkFast(u8 direction)
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{
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PlayerSetAnimId(GetWalkFastMovementAction(direction), 2);
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PlayerSetAnimId(GetWalkFastMovementAction(direction), COPY_MOVE_WALK);
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}
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void PlayerRideWaterCurrent(u8 a)
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void PlayerRideWaterCurrent(u8 direction)
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{
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PlayerSetAnimId(GetRideWaterCurrentMovementAction(a), 2);
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PlayerSetAnimId(GetRideWaterCurrentMovementAction(direction), COPY_MOVE_WALK);
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}
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void PlayerWalkFaster(u8 direction)
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{
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PlayerSetAnimId(GetWalkFasterMovementAction(direction), 2);
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PlayerSetAnimId(GetWalkFasterMovementAction(direction), COPY_MOVE_WALK);
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}
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static void PlayerRun(u8 a)
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static void PlayerRun(u8 direction)
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{
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PlayerSetAnimId(GetPlayerRunMovementAction(a), 2);
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PlayerSetAnimId(GetPlayerRunMovementAction(direction), COPY_MOVE_WALK);
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}
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void PlayerOnBikeCollide(u8 a)
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void PlayerOnBikeCollide(u8 direction)
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{
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PlayCollisionSoundIfNotFacingWarp(a);
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PlayerSetAnimId(GetWalkInPlaceNormalMovementAction(a), 2);
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PlayCollisionSoundIfNotFacingWarp(direction);
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PlayerSetAnimId(GetWalkInPlaceNormalMovementAction(direction), COPY_MOVE_WALK);
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}
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void PlayerOnBikeCollideWithFarawayIslandMew(u8 a)
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void PlayerOnBikeCollideWithFarawayIslandMew(u8 direction)
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{
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PlayerSetAnimId(GetWalkInPlaceNormalMovementAction(a), 2);
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PlayerSetAnimId(GetWalkInPlaceNormalMovementAction(direction), COPY_MOVE_WALK);
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}
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static void PlayerNotOnBikeCollide(u8 a)
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static void PlayerNotOnBikeCollide(u8 direction)
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{
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PlayCollisionSoundIfNotFacingWarp(a);
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PlayerSetAnimId(GetWalkInPlaceSlowMovementAction(a), 2);
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PlayCollisionSoundIfNotFacingWarp(direction);
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PlayerSetAnimId(GetWalkInPlaceSlowMovementAction(direction), COPY_MOVE_WALK);
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}
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static void PlayerNotOnBikeCollideWithFarawayIslandMew(u8 a)
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static void PlayerNotOnBikeCollideWithFarawayIslandMew(u8 direction)
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{
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PlayerSetAnimId(GetWalkInPlaceSlowMovementAction(a), 2);
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PlayerSetAnimId(GetWalkInPlaceSlowMovementAction(direction), COPY_MOVE_WALK);
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}
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void PlayerFaceDirection(u8 direction)
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{
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PlayerSetAnimId(GetFaceDirectionMovementAction(direction), 1);
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PlayerSetAnimId(GetFaceDirectionMovementAction(direction), COPY_MOVE_FACE);
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}
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void PlayerTurnInPlace(u8 direction)
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{
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PlayerSetAnimId(GetWalkInPlaceFastMovementAction(direction), 1);
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PlayerSetAnimId(GetWalkInPlaceFastMovementAction(direction), COPY_MOVE_FACE);
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}
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void PlayerJumpLedge(u8 direction)
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{
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PlaySE(SE_LEDGE);
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PlayerSetAnimId(GetJump2MovementAction(direction), 8);
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PlayerSetAnimId(GetJump2MovementAction(direction), COPY_MOVE_JUMP2);
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}
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// Stop player on current facing direction once they're done moving and if they're not currently Acro Biking on bumpy slope
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@@ -1029,81 +1029,82 @@ void PlayerFreeze(void)
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// wheelie idle
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void PlayerIdleWheelie(u8 direction)
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{
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PlayerSetAnimId(GetAcroWheelieFaceDirectionMovementAction(direction), 1);
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PlayerSetAnimId(GetAcroWheelieFaceDirectionMovementAction(direction), COPY_MOVE_FACE);
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}
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// normal to wheelie
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void PlayerStartWheelie(u8 direction)
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{
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PlayerSetAnimId(GetAcroPopWheelieFaceDirectionMovementAction(direction), 1);
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PlayerSetAnimId(GetAcroPopWheelieFaceDirectionMovementAction(direction), COPY_MOVE_FACE);
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}
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// wheelie to normal
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void PlayerEndWheelie(u8 direction)
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{
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PlayerSetAnimId(GetAcroEndWheelieFaceDirectionMovementAction(direction), 1);
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PlayerSetAnimId(GetAcroEndWheelieFaceDirectionMovementAction(direction), COPY_MOVE_FACE);
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}
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// wheelie hopping standing
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void PlayerStandingHoppingWheelie(u8 a)
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void PlayerStandingHoppingWheelie(u8 direction)
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{
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PlaySE(SE_BIKE_HOP);
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PlayerSetAnimId(GetAcroWheelieHopFaceDirectionMovementAction(a), 1);
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PlayerSetAnimId(GetAcroWheelieHopFaceDirectionMovementAction(direction), COPY_MOVE_FACE);
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}
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// wheelie hopping moving
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void PlayerMovingHoppingWheelie(u8 a)
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void PlayerMovingHoppingWheelie(u8 direction)
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{
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PlaySE(SE_BIKE_HOP);
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PlayerSetAnimId(GetAcroWheelieHopDirectionMovementAction(a), 2);
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PlayerSetAnimId(GetAcroWheelieHopDirectionMovementAction(direction), COPY_MOVE_WALK);
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}
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// wheelie hopping ledge
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void PlayerLedgeHoppingWheelie(u8 a)
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void PlayerLedgeHoppingWheelie(u8 direction)
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{
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PlaySE(SE_BIKE_HOP);
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PlayerSetAnimId(GetAcroWheelieJumpDirectionMovementAction(a), 8);
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PlayerSetAnimId(GetAcroWheelieJumpDirectionMovementAction(direction), COPY_MOVE_JUMP2);
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}
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// acro turn jump
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void PlayerAcroTurnJump(u8 direction)
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{
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PlaySE(SE_BIKE_HOP);
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PlayerSetAnimId(GetJumpInPlaceTurnAroundMovementAction(direction), 1);
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PlayerSetAnimId(GetJumpInPlaceTurnAroundMovementAction(direction), COPY_MOVE_FACE);
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}
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void PlayerWheelieInPlace(u8 direction)
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{
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PlaySE(SE_WALL_HIT);
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PlayerSetAnimId(GetAcroWheelieInPlaceDirectionMovementAction(direction), 2);
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PlayerSetAnimId(GetAcroWheelieInPlaceDirectionMovementAction(direction), COPY_MOVE_WALK);
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}
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void PlayerPopWheelieWhileMoving(u8 direction)
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{
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PlayerSetAnimId(GetAcroPopWheelieMoveDirectionMovementAction(direction), 2);
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PlayerSetAnimId(GetAcroPopWheelieMoveDirectionMovementAction(direction), COPY_MOVE_WALK);
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}
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void PlayerWheelieMove(u8 direction)
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{
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PlayerSetAnimId(GetAcroWheelieMoveDirectionMovementAction(direction), 2);
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PlayerSetAnimId(GetAcroWheelieMoveDirectionMovementAction(direction), COPY_MOVE_WALK);
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}
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void PlayerEndWheelieWhileMoving(u8 direction)
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{
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PlayerSetAnimId(GetAcroEndWheelieMoveDirectionMovementAction(direction), 2);
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PlayerSetAnimId(GetAcroEndWheelieMoveDirectionMovementAction(direction), COPY_MOVE_WALK);
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}
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static void PlayCollisionSoundIfNotFacingWarp(u8 a)
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static void PlayCollisionSoundIfNotFacingWarp(u8 direction)
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{
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s16 x, y;
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u8 metatileBehavior = gObjectEvents[gPlayerAvatar.objectEventId].currentMetatileBehavior;
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if (!sArrowWarpMetatileBehaviorChecks[a - 1](metatileBehavior))
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if (!sArrowWarpMetatileBehaviorChecks[direction - 1](metatileBehavior))
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{
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if (a == 2)
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// Check if walking up into a door
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if (direction == DIR_NORTH)
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{
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PlayerGetDestCoords(&x, &y);
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MoveCoords(2, &x, &y);
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MoveCoords(direction, &x, &y);
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if (MetatileBehavior_IsWarpDoor(MapGridGetMetatileBehaviorAt(x, y)))
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return;
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}
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