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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 03:34:15 +01:00
Give proper names to some functions
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038d247e14
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@ -57,15 +57,15 @@ u32 sub_80397C4(u32 setId, u32 tableId);
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void SpriteCb_WildMon(struct Sprite *sprite);
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void SpriteCallbackDummy_2(struct Sprite *sprite);
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void SpriteCB_FaintOpponentMon(struct Sprite *sprite);
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void sub_8039AD8(struct Sprite *sprite);
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void sub_8039B2C(struct Sprite *sprite);
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void sub_8039B58(struct Sprite *sprite);
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void SpriteCb_ShowAsMoveTarget(struct Sprite *sprite);
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void SpriteCb_HideAsMoveTarget(struct Sprite *sprite);
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void SpriteCb_OpponentMonFromBall(struct Sprite *sprite);
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void sub_8039BB4(struct Sprite *sprite);
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void sub_80105DC(struct Sprite *sprite);
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void sub_8039C00(struct Sprite *sprite);
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void DoBounceEffect(u8 battlerId, u8 b, s8 c, s8 d);
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void EndBounceEffect(u8 battlerId, bool8 b);
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void sub_8039E44(struct Sprite *sprite);
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void SpriteCb_PlayerMonFromBall(struct Sprite *sprite);
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void sub_8039E60(struct Sprite *sprite);
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void sub_8039E84(struct Sprite *sprite);
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void sub_8039E9C(struct Sprite *sprite);
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@ -359,7 +359,7 @@ static void HandleInputChooseTarget(void)
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} while (i < gBattlersCount);
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}
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if (gMain.heldKeys & DPAD_ANY && gSaveBlock2Ptr->optionsButtonMode == 2)
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if (gMain.heldKeys & DPAD_ANY && gSaveBlock2Ptr->optionsButtonMode == OPTIONS_BUTTON_MODE_L_EQUALS_A)
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gPlayerDpadHoldFrames++;
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else
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gPlayerDpadHoldFrames = 0;
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@ -367,7 +367,7 @@ static void HandleInputChooseTarget(void)
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if (gMain.newKeys & A_BUTTON)
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{
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PlaySE(SE_SELECT);
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = sub_8039B2C;
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = SpriteCb_HideAsMoveTarget;
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BtlController_EmitTwoReturnValues(1, 10, gMoveSelectionCursor[gActiveBattler] | (gMultiUsePlayerCursor << 8));
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EndBounceEffect(gMultiUsePlayerCursor, BOUNCE_HEALTHBOX);
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PlayerBufferExecCompleted();
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@ -375,7 +375,7 @@ static void HandleInputChooseTarget(void)
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else if (gMain.newKeys & B_BUTTON || gPlayerDpadHoldFrames > 59)
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{
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PlaySE(SE_SELECT);
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = sub_8039B2C;
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = SpriteCb_HideAsMoveTarget;
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gBattlerControllerFuncs[gActiveBattler] = HandleInputChooseMove;
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DoBounceEffect(gActiveBattler, BOUNCE_HEALTHBOX, 7, 1);
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DoBounceEffect(gActiveBattler, BOUNCE_MON, 7, 1);
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@ -384,7 +384,7 @@ static void HandleInputChooseTarget(void)
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else if (gMain.newKeys & (DPAD_LEFT | DPAD_UP))
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{
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PlaySE(SE_SELECT);
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = sub_8039B2C;
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = SpriteCb_HideAsMoveTarget;
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do
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{
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@ -421,12 +421,12 @@ static void HandleInputChooseTarget(void)
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if (gAbsentBattlerFlags & gBitTable[gMultiUsePlayerCursor])
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i = 0;
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} while (i == 0);
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = sub_8039AD8;
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = SpriteCb_ShowAsMoveTarget;
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}
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else if (gMain.newKeys & (DPAD_RIGHT | DPAD_DOWN))
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{
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PlaySE(SE_SELECT);
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = sub_8039B2C;
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = SpriteCb_HideAsMoveTarget;
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do
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{
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@ -463,7 +463,7 @@ static void HandleInputChooseTarget(void)
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if (gAbsentBattlerFlags & gBitTable[gMultiUsePlayerCursor])
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i = 0;
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} while (i == 0);
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = sub_8039AD8;
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = SpriteCb_ShowAsMoveTarget;
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}
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}
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@ -536,7 +536,7 @@ static void HandleInputChooseMove(void)
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else
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gMultiUsePlayerCursor = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = sub_8039AD8;
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = SpriteCb_ShowAsMoveTarget;
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}
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}
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else if (gMain.newKeys & B_BUTTON || gPlayerDpadHoldFrames > 59)
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@ -96,7 +96,7 @@ static void SpriteCb_WildMonShowHealthbox(struct Sprite *sprite);
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static void SpriteCb_WildMonAnimate(struct Sprite *sprite);
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static void sub_80398D0(struct Sprite *sprite);
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static void SpriteCB_AnimFaintOpponent(struct Sprite *sprite);
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static void sub_8039AF4(struct Sprite *sprite);
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static void SpriteCb_BlinkVisible(struct Sprite *sprite);
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static void SpriteCallbackDummy_3(struct Sprite *sprite);
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static void oac_poke_ally_(struct Sprite *sprite);
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static void SpecialStatusesClear(void);
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@ -2798,31 +2798,31 @@ static void SpriteCB_AnimFaintOpponent(struct Sprite *sprite)
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}
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}
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void sub_8039AD8(struct Sprite *sprite)
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// Used when selecting a move, which can hit multiple targets, in double battles.
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void SpriteCb_ShowAsMoveTarget(struct Sprite *sprite)
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{
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sprite->data[3] = 8;
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sprite->data[4] = sprite->invisible;
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sprite->callback = sub_8039AF4;
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sprite->callback = SpriteCb_BlinkVisible;
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}
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static void sub_8039AF4(struct Sprite *sprite)
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static void SpriteCb_BlinkVisible(struct Sprite *sprite)
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{
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sprite->data[3]--;
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if (sprite->data[3] == 0)
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if (--sprite->data[3] == 0)
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{
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sprite->invisible ^= 1;
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sprite->data[3] = 8;
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}
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}
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void sub_8039B2C(struct Sprite *sprite)
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void SpriteCb_HideAsMoveTarget(struct Sprite *sprite)
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{
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sprite->invisible = sprite->data[4];
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sprite->data[4] = FALSE;
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sprite->callback = SpriteCallbackDummy_2;
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}
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void sub_8039B58(struct Sprite *sprite)
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void SpriteCb_OpponentMonFromBall(struct Sprite *sprite)
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{
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if (sprite->affineAnimEnded)
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{
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@ -2965,7 +2965,7 @@ static void SpriteCB_BounceEffect(struct Sprite *sprite)
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#undef sBouncerSpriteId
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#undef sWhich
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void sub_8039E44(struct Sprite *sprite)
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void SpriteCb_PlayerMonFromBall(struct Sprite *sprite)
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{
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if (sprite->affineAnimEnded)
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BattleAnimateBackSprite(sprite, sprite->sSpeciesId);
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@ -280,7 +280,7 @@ static void ReadKeys(void)
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gMain.heldKeys = gMain.heldKeysRaw;
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// Remap L to A if the L=A option is enabled.
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if (gSaveBlock2Ptr->optionsButtonMode == 2)
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if (gSaveBlock2Ptr->optionsButtonMode == OPTIONS_BUTTON_MODE_L_EQUALS_A)
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{
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if (gMain.newKeys & L_BUTTON)
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gMain.newKeys |= A_BUTTON;
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@ -798,9 +798,9 @@ static void SpriteCB_ReleaseMonFromBall(struct Sprite *sprite)
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StartSpriteAffineAnim(&gSprites[gBattlerSpriteIds[sprite->sBattler]], 1);
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if (GetBattlerSide(sprite->sBattler) == B_SIDE_OPPONENT)
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gSprites[gBattlerSpriteIds[sprite->sBattler]].callback = sub_8039B58;
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gSprites[gBattlerSpriteIds[sprite->sBattler]].callback = SpriteCb_OpponentMonFromBall;
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else
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gSprites[gBattlerSpriteIds[sprite->sBattler]].callback = sub_8039E44;
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gSprites[gBattlerSpriteIds[sprite->sBattler]].callback = SpriteCb_PlayerMonFromBall;
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AnimateSprite(&gSprites[gBattlerSpriteIds[sprite->sBattler]]);
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gSprites[gBattlerSpriteIds[sprite->sBattler]].data[1] = 0x1000;
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