Done documenting link code in overworld.c
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+17
-5
@@ -1,6 +1,18 @@
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#ifndef GUARD_OVERWORLD_H
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#define GUARD_OVERWORLD_H
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#define LINK_KEY_CODE_NULL 0x00
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#define LINK_KEY_CODE_EMPTY 0x11
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#define LINK_KEY_CODE_DPAD_DOWN 0x12
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#define LINK_KEY_CODE_DPAD_UP 0x13
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#define LINK_KEY_CODE_DPAD_LEFT 0x14
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#define LINK_KEY_CODE_DPAD_RIGHT 0x15
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#define LINK_KEY_CODE_UNK_2 0x16
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#define LINK_KEY_CODE_UNK_3 0x17
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#define LINK_KEY_CODE_START_BUTTON 0x18
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#define LINK_KEY_CODE_A_BUTTON 0x19
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#define LINK_KEY_CODE_UNK_4 0x1A // I'd guess this is the B button?
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struct InitialPlayerAvatarState
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{
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u8 transitionFlags;
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@@ -22,10 +34,10 @@ extern struct LinkPlayerEventObject gLinkPlayerEventObjects[4];
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extern u16 *gBGTilemapBuffers1;
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extern u16 *gBGTilemapBuffers2;
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extern u16 *gBGTilemapBuffers3;
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extern u16 gUnknown_03005DA8;
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extern u16 gHeldKeyCodeToSend;
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extern void (*gFieldCallback)(void);
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extern bool8 (*gFieldCallback2)(void);
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extern u8 gLinkGuestPlayerId;
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extern u8 gLinkSelfPlayerId;
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extern u8 gFieldLinkPlayerCount;
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// Exported ROM declarations
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@@ -103,7 +115,7 @@ u8 GetSavedWarpRegionMapSectionId(void);
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u8 GetCurrentRegionMapSectionId(void);
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u8 GetCurrentMapBattleScene(void);
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void CleanupOverworldWindowsAndTilemaps(void);
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bool32 is_c1_link_related_active(void);
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bool32 IsUpdateLinkStateCBActive(void);
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void CB1_Overworld(void);
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void CB2_OverworldBasic(void);
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void CB2_Overworld(void);
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@@ -117,13 +129,13 @@ void sub_8086074(void);
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void CB2_ReturnToField(void);
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void CB2_ReturnToFieldLocal(void);
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void CB2_ReturnToFieldLink(void);
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void c2_8056854(void);
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void CB2_ReturnToFieldFromMultiplayer(void);
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void CB2_ReturnToFieldWithOpenMenu(void);
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void CB2_ReturnToFieldContinueScript(void);
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void CB2_ReturnToFieldContinueScriptPlayMapMusic(void);
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void sub_80861E8(void);
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void CB2_ContinueSavedGame(void);
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void sub_8086C2C(void);
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void ResetAllMultiplayerState(void);
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u32 sub_8087214(void);
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bool32 sub_808727C(void);
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u16 sub_8087288(void);
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