Standardize sprite visibility to boolean

This commit is contained in:
Diegoisawesome
2018-09-10 10:25:58 -05:00
parent cb053b3a15
commit d9941cd1a8
27 changed files with 179 additions and 179 deletions

View File

@@ -451,7 +451,7 @@ static u8 EggHatchCreateMonSprite(u8 a0, u8 switchID, u8 pokeID, u16* speciesLoc
case 1:
SetMultiuseSpriteTemplateToPokemon(GetMonSpritePalStruct(mon)->tag, r5);
spriteID = CreateSprite(&gMultiuseSpriteTemplate, 120, 75, 6);
gSprites[spriteID].invisible = 1;
gSprites[spriteID].invisible = TRUE;
gSprites[spriteID].callback = SpriteCallbackDummy;
break;
}
@@ -808,7 +808,7 @@ static void SpriteCB_Egg_4(struct Sprite* sprite)
if (!gPaletteFade.active)
{
PlaySE(SE_TAMAGO);
sprite->invisible = 1;
sprite->invisible = TRUE;
sprite->callback = SpriteCB_Egg_5;
sprite->data[0] = 0;
}
@@ -818,7 +818,7 @@ static void SpriteCB_Egg_5(struct Sprite* sprite)
{
if (sprite->data[0] == 0)
{
gSprites[sEggHatchData->pokeSpriteID].invisible = 0;
gSprites[sEggHatchData->pokeSpriteID].invisible = FALSE;
StartSpriteAffineAnim(&gSprites[sEggHatchData->pokeSpriteID], 1);
}
if (sprite->data[0] == 8)