Reverse engineered many of the multiplayer events
Some corrections to the way events are handled and identified.
This commit is contained in:
10
src/link.c
10
src/link.c
@@ -302,9 +302,9 @@ void LinkTestScreen(void)
|
||||
SetMainCallback2(CB2_LinkTest);
|
||||
}
|
||||
|
||||
void sub_8009628(u8 a0)
|
||||
void SetLocalLinkPlayerId(u8 playerId)
|
||||
{
|
||||
gLocalLinkPlayer.id = a0;
|
||||
gLocalLinkPlayer.id = playerId;
|
||||
}
|
||||
|
||||
static void InitLocalLinkPlayer(void)
|
||||
@@ -1142,7 +1142,7 @@ void ResetBlockReceivedFlag(u8 who)
|
||||
}
|
||||
}
|
||||
|
||||
void sub_800A620(void)
|
||||
void CheckShouldAdvanceLinkState(void)
|
||||
{
|
||||
if ((gLinkStatus & LINK_STAT_MASTER) && EXTRACT_PLAYER_COUNT(gLinkStatus) > 1)
|
||||
{
|
||||
@@ -1327,7 +1327,9 @@ void sub_800AA04(u8 a0)
|
||||
}
|
||||
}
|
||||
|
||||
u8 sub_800AA48(void)
|
||||
// The number of players when trading began. This is frequently compared against the
|
||||
// current number of connected players to check if anyone dropped out.
|
||||
u8 GetSavedPlayerCount(void)
|
||||
{
|
||||
return gSavedLinkPlayerCount;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user