Clean up pokemon/ball/dex mentions in comments
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@@ -32,15 +32,15 @@
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#include "constants/songs.h"
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#include "constants/rgb.h"
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// Select_ refers to the first Pokemon selection screen where you choose your initial 3 rental Pokemon.
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// Swap_ refers to the subsequent selection screens where you can swap a Pokemon with one from the beaten trainer
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// Select_ refers to the first Pokémon selection screen where you choose your initial 3 rental Pokémon.
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// Swap_ refers to the subsequent selection screens where you can swap a Pokémon with one from the beaten trainer
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// Note that, generally, "Action" will refer to the immediate actions that can be taken on each screen,
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// i.e. selecting a pokemon or selecting the Cancel button
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// i.e. selecting a Pokémon or selecting the Cancel button
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// The "Options menu" will refer to the popup menu that shows when some actions have been selected
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#define SWAP_PLAYER_SCREEN 0 // The screen where the player selects which of their pokemon to swap away
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#define SWAP_ENEMY_SCREEN 1 // The screen where the player selects which new pokemon from the defeated party to swap for
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#define SWAP_PLAYER_SCREEN 0 // The screen where the player selects which of their Pokémon to swap away
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#define SWAP_ENEMY_SCREEN 1 // The screen where the player selects which new Pokémon from the defeated party to swap for
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#define SELECTABLE_MONS_COUNT 6
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@@ -89,7 +89,7 @@ struct FactorySelectableMon
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{
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u16 monId;
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u16 ballSpriteId;
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u8 selectedId; // 0 - not selected, 1 - first pokemon, 2 - second pokemon, 3 - third pokemon
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u8 selectedId; // 0 - not selected, 1 - first Pokémon, 2 - second Pokémon, 3 - third Pokémon
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struct Pokemon monData;
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};
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@@ -1060,7 +1060,7 @@ static void SpriteCB_Pokeball(struct Sprite *sprite)
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{
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if (sprite->oam.paletteNum == IndexOfSpritePaletteTag(PALTAG_BALL_SELECTED))
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{
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// Pokeball selected, do rocking animation
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// Poké Ball selected, do rocking animation
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if (sprite->animEnded)
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{
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if (sprite->data[0] != 0)
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@@ -1084,7 +1084,7 @@ static void SpriteCB_Pokeball(struct Sprite *sprite)
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}
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else
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{
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// Pokeball not selected, remain still
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// Poké Ball not selected, remain still
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StartSpriteAnimIfDifferent(sprite, 0);
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}
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}
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@@ -1521,7 +1521,7 @@ static void Select_Task_Exit(u8 taskId)
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}
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}
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// Handles the Yes/No prompt when confirming the 3 selected rental pokemon
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// Handles the Yes/No prompt when confirming the 3 selected rental Pokémon
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static void Select_Task_HandleYesNo(u8 taskId)
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{
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if (sFactorySelectScreen->monPicAnimating == TRUE)
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@@ -1543,14 +1543,14 @@ static void Select_Task_HandleYesNo(u8 taskId)
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PlaySE(SE_SELECT);
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if (sFactorySelectScreen->yesNoCursorPos == 0)
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{
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// Selected Yes, confirmed selected pokemon
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// Selected Yes, confirmed selected Pokémon
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Select_HideChosenMons();
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gTasks[taskId].tState = 0;
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gTasks[taskId].func = Select_Task_Exit;
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}
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else
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{
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// Selected No, continue choosing pokemon
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// Selected No, continue choosing Pokémon
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Select_ErasePopupMenu(SELECT_WIN_YES_NO);
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Select_DeclineChosenMons();
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sFactorySelectScreen->fadeSpeciesNameActive = TRUE;
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@@ -1560,7 +1560,7 @@ static void Select_Task_HandleYesNo(u8 taskId)
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}
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else if (JOY_NEW(B_BUTTON))
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{
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// Pressed B, Continue choosing pokemon
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// Pressed B, Continue choosing Pokémon
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PlaySE(SE_SELECT);
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Select_ErasePopupMenu(SELECT_WIN_YES_NO);
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Select_DeclineChosenMons();
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@@ -1582,7 +1582,7 @@ static void Select_Task_HandleYesNo(u8 taskId)
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}
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}
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// Handles the popup menu that shows when a pokemon is selected
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// Handles the popup menu that shows when a Pokémon is selected
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static void Select_Task_HandleMenu(u8 taskId)
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{
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switch (gTasks[taskId].tState)
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@@ -2415,7 +2415,7 @@ static void Swap_Task_Exit(u8 taskId)
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{
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case 0:
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// Set return value for script
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// TRUE if player kept their current pokemon
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// TRUE if player kept their current Pokémon
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if (sFactorySwapScreen->monSwapped == TRUE)
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{
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gTasks[taskId].tState++;
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@@ -2630,7 +2630,7 @@ static void Swap_Task_HandleMenu(u8 taskId)
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}
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}
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// Handles input on the two main swap screens (choosing a current pokeon to get rid of, and choosing a new pokemon to receive)
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// Handles input on the two main swap screens (choosing a current pokeon to get rid of, and choosing a new Pokémon to receive)
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static void Swap_Task_HandleChooseMons(u8 taskId)
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{
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switch (gTasks[taskId].tState)
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@@ -2645,7 +2645,7 @@ static void Swap_Task_HandleChooseMons(u8 taskId)
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case STATE_CHOOSE_MONS_HANDLE_INPUT:
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if (JOY_NEW(A_BUTTON))
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{
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// Run whatever action is currently selected (a pokeball, the Cancel button, etc.)
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// Run whatever action is currently selected (a Poké Ball, the Cancel button, etc.)
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PlaySE(SE_SELECT);
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sFactorySwapScreen->fadeSpeciesNameActive = FALSE;
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Swap_PrintMonSpeciesAtFade();
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@@ -3553,7 +3553,7 @@ static void Swap_HandleActionCursorChange(u8 cursorId)
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{
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if (cursorId < FRONTIER_PARTY_SIZE)
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{
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// Cursor is on one of the pokemon
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// Cursor is on one of the Pokémon
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gSprites[sFactorySwapScreen->cursorSpriteId].invisible = FALSE;
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Swap_HideActionButtonHighlights();
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gSprites[sFactorySwapScreen->cursorSpriteId].x = gSprites[sFactorySwapScreen->ballSpriteIds[cursorId]].x;
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