Use MainCallback wherever posible (#2184)

This commit is contained in:
Estellar
2025-10-14 05:41:27 -03:00
committed by GitHub
parent d05742ca05
commit f4f7c38255
20 changed files with 47 additions and 42 deletions

View File

@@ -8,7 +8,6 @@
#include "load_save.h"
#include "overworld.h"
#include "pokemon_storage_system.h"
#include "main.h"
#include "trainer_hill.h"
#include "link.h"
#include "constants/game_stat.h"
@@ -88,7 +87,7 @@ COMMON_DATA struct SaveSector *gReadWriteSector = NULL; // Pointer to a buffer f
COMMON_DATA u16 gIncrementalSectorId = 0;
COMMON_DATA u16 gSaveUnusedVar = 0;
COMMON_DATA u16 gSaveFileStatus = 0;
COMMON_DATA void (*gGameContinueCallback)(void) = NULL;
COMMON_DATA MainCallback gGameContinueCallback = NULL;
COMMON_DATA struct SaveSectorLocation gRamSaveSectorLocations[NUM_SECTORS_PER_SLOT] = {0};
COMMON_DATA u16 gSaveUnusedVar2 = 0;
COMMON_DATA u16 gSaveAttemptStatus = 0;
@@ -887,7 +886,7 @@ u8 LoadGameSave(u8 saveType)
status = TryLoadSaveSlot(FULL_SAVE_SLOT, gRamSaveSectorLocations);
CopyPartyAndObjectsFromSave();
gSaveFileStatus = status;
gGameContinueCallback = 0;
gGameContinueCallback = NULL;
break;
case SAVE_HALL_OF_FAME:
status = TryLoadSaveSector(SECTOR_ID_HOF_1, gDecompressionBuffer, SECTOR_DATA_SIZE);