Standardize Event Object to Object Event

This commit is contained in:
GriffinR
2019-11-20 22:55:44 -05:00
parent 215bb31d67
commit ec3e86f1d2
606 changed files with 10080 additions and 10080 deletions

View File

@@ -50,7 +50,7 @@ struct BackupMapLayout
u16 *map;
};
struct EventObjectTemplate
struct ObjectEventTemplate
{
/*0x00*/ u8 localId;
/*0x01*/ u8 graphicsId;
@@ -102,11 +102,11 @@ struct BgEvent
struct MapEvents
{
u8 eventObjectCount;
u8 objectEventCount;
u8 warpCount;
u8 coordEventCount;
u8 bgEventCount;
struct EventObjectTemplate *eventObjects;
struct ObjectEventTemplate *objectEvents;
struct WarpEvent *warps;
struct CoordEvent *coordEvents;
struct BgEvent *bgEvents;
@@ -143,7 +143,7 @@ struct MapHeader
/* 0x1B */ u8 battleType;
};
struct EventObject
struct ObjectEvent
{
/*0x00*/ u32 active:1;
u32 singleMovementActive:1;
@@ -206,7 +206,7 @@ struct EventObject
/*size = 0x24*/
};
struct EventObjectGraphicsInfo
struct ObjectEventGraphicsInfo
{
/*0x00*/ u16 tileTag;
/*0x02*/ u16 paletteTag1;
@@ -298,7 +298,7 @@ struct PlayerAvatar
/*0x02*/ u8 runningState; // this is a static running state. 00 is not moving, 01 is turn direction, 02 is moving.
/*0x03*/ u8 tileTransitionState; // this is a transition running state: 00 is not moving, 01 is transition between tiles, 02 means you are on the frame in which you have centered on a tile but are about to keep moving, even if changing directions. 2 is also used for a ledge hop, since you are transitioning.
/*0x04*/ u8 spriteId;
/*0x05*/ u8 eventObjectId;
/*0x05*/ u8 objectEventId;
/*0x06*/ bool8 preventStep;
/*0x07*/ u8 gender;
/*0x08*/ u8 acroBikeState; // 00 is normal, 01 is turning, 02 is standing wheelie, 03 is hopping wheelie
@@ -320,8 +320,8 @@ struct Camera
s32 y;
};
extern struct EventObject gEventObjects[EVENT_OBJECTS_COUNT];
extern u8 gSelectedEventObject;
extern struct ObjectEvent gObjectEvents[EVENT_OBJECTS_COUNT];
extern u8 gSelectedObjectEvent;
extern struct MapHeader gMapHeader;
extern struct PlayerAvatar gPlayerAvatar;
extern struct Camera gCamera;