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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-11-16 11:37:40 +01:00
Fix typos
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39fc1cd414
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08bf2587ce
@ -31,9 +31,9 @@
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#define SLOTMACHINE_GFX_TILES 233
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#define MAX_BET 3
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#define SYBMOLS_PER_REEL 21
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#define SYMBOLS_PER_REEL 21
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#define REEL_SYMBOL_HEIGHT 24
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#define REEL_HEIGHT (SYBMOLS_PER_REEL * REEL_SYMBOL_HEIGHT)
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#define REEL_HEIGHT (SYMBOLS_PER_REEL * REEL_SYMBOL_HEIGHT)
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#define REELTIME_SYMBOLS 6
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#define REELTIME_SYMBOL_HEIGHT 20
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@ -199,7 +199,7 @@ enum {
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REEL_TASK_SPIN,
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REEL_TASK_DECIDE_STOP,
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REEL_TASK_STOP_MOVE,
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REEL_ACTION_STOP_SHAKE,
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REEL_TASK_STOP_SHAKE,
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};
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enum {
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@ -561,7 +561,7 @@ static void LoadReelTimeWindowTilemap(s16, s16);
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static void ClearReelTimeWindowTilemap(s16);
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static void OpenInfoBox(u8);
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static bool8 IsInfoBoxClosed(void);
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static void RunInfoBoxActions(u8 );
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static void Task_InfoBox(u8 );
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static void InfoBox_FadeIn(struct Task *);
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static void InfoBox_WaitFade(struct Task *);
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static void InfoBox_DrawWindow(struct Task *);
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@ -712,7 +712,7 @@ static const u8 sReelTimeProbabilities_NormalGame[][17];
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static const u8 sReelTimeProbabilities_LuckyGame[][17];
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static const u8 sSymbolToMatch[];
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static const u8 sReelTimeSymbols[];
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static const u8 sReelSymbols[NUM_REELS][SYBMOLS_PER_REEL];
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static const u8 sReelSymbols[NUM_REELS][SYMBOLS_PER_REEL];
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static const u16 *const sLitMatchLinePalTable[NUM_MATCH_LINES];
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static const u16 *const sDarkMatchLinePalTable[NUM_MATCH_LINES];
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static const u8 sMatchLinePalOffsets[NUM_MATCH_LINES];
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@ -854,7 +854,7 @@ static bool8 (*const sReelTasks[])(struct Task *task) =
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[REEL_TASK_SPIN] = ReelTask_Spin,
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[REEL_TASK_DECIDE_STOP] = ReelTask_DecideStop,
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[REEL_TASK_STOP_MOVE] = ReelTask_MoveToStop,
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[REEL_ACTION_STOP_SHAKE] = ReelTask_ShakingStop,
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[REEL_TASK_STOP_SHAKE] = ReelTask_ShakingStop,
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};
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// Returns true if it is possible to match the bias symbol in the reel.
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@ -992,7 +992,7 @@ static void (*const sInfoBoxTasks[])(struct Task *task) =
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};
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// Just idles, digital display is handled by CreateDigitalDisplayScene and sprite callbacks
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static void (*const sDigitalDisplayActions[])(struct Task *task) =
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static void (*const sDigitalDisplayTasks[])(struct Task *task) =
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{
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DigitalDisplay_Idle,
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};
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@ -1210,7 +1210,7 @@ static void InitSlotMachine(void)
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for (i = 0; i < NUM_REELS; i++)
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{
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sSlotMachine->reelShockOffsets[i] = 0;
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sSlotMachine->reelPositions[i] = sInitialReelPositions[i][sSlotMachine->luckyGame] % SYBMOLS_PER_REEL;
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sSlotMachine->reelPositions[i] = sInitialReelPositions[i][sSlotMachine->luckyGame] % SYMBOLS_PER_REEL;
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sSlotMachine->reelPixelOffsets[i] = REEL_HEIGHT - sSlotMachine->reelPositions[i] * REEL_SYMBOL_HEIGHT;
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sSlotMachine->reelPixelOffsets[i] %= REEL_HEIGHT;
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}
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@ -1387,7 +1387,7 @@ static bool8 SlotTask_HandleBetInput(struct Task *task)
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return FALSE;
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}
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// SLOT_ACTION_NEED_3_COINS
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// SLOTTASK_MSG_NEED_3_COINS
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static bool8 SlotTask_PrintMsg_Need3Coins(struct Task *task)
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{
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DrawDialogueFrame(0, 0);
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@ -2172,9 +2172,9 @@ static bool8 PayoutTask_Free(struct Task *task)
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// .-----------------.
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static u8 GetSymbolAtRest(u8 reel, s16 offset)
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{
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s16 pos = (sSlotMachine->reelPositions[reel] + offset) % SYBMOLS_PER_REEL;
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s16 pos = (sSlotMachine->reelPositions[reel] + offset) % SYMBOLS_PER_REEL;
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if (pos < 0)
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pos += SYBMOLS_PER_REEL;
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pos += SYMBOLS_PER_REEL;
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return sReelSymbols[reel][pos];
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}
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@ -2200,7 +2200,7 @@ static void AdvanceSlotReel(u8 reelIndex, s16 value)
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{
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sSlotMachine->reelPixelOffsets[reelIndex] += value;
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sSlotMachine->reelPixelOffsets[reelIndex] %= REEL_HEIGHT;
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sSlotMachine->reelPositions[reelIndex] = SYBMOLS_PER_REEL - sSlotMachine->reelPixelOffsets[reelIndex] / REEL_SYMBOL_HEIGHT;
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sSlotMachine->reelPositions[reelIndex] = SYMBOLS_PER_REEL - sSlotMachine->reelPixelOffsets[reelIndex] / REEL_SYMBOL_HEIGHT;
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}
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// Advances the reel no further than the next symbol. Returns the remaining
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@ -2338,7 +2338,7 @@ static bool8 ReelTask_MoveToStop(struct Task *task)
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if (reelPixelPos == 0 && sSlotMachine->reelExtraTurns[task->tReelId] == 0)
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{
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task->tState++; // REEL_ACTION_STOP_SHAKE
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task->tState++; // REEL_TASK_STOP_SHAKE
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task->tShockMagnitude = reelStopShocks[task->tExtraTurns];
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task->tTimer = 0;
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}
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@ -3622,7 +3622,7 @@ static void ReelTime_PikachuSpeedUp1(struct Task *task)
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SetReelTimeBoltDelay(reelTimeBoltDelays[i]);
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SetReelTimePikachuAuraFlashDelay(pikachuAuraFlashDelays[i]);
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StartSpriteAnimIfDifferent(&gSprites[sSlotMachine->reelTimePikachuSpriteId], pikachuAnimIds[i]);
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// once speed goes below 256, go to next ReelTimeAction and keep the speed level
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// once speed goes below 256, go to next ReelTime task and keep the speed level
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if (task->tRtReelSpeed <= 0x100)
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{
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task->tState++; // RT_TASK_PIKA_SPEEDUP2
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@ -3894,20 +3894,20 @@ static void ClearReelTimeWindowTilemap(s16 a0)
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// Info Box is the screen shown when Select is pressed
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static void OpenInfoBox(u8 digDisplayId)
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{
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u8 taskId = CreateTask(RunInfoBoxActions, 1);
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u8 taskId = CreateTask(Task_InfoBox, 1);
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gTasks[taskId].data[1] = digDisplayId;
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RunInfoBoxActions(taskId);
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Task_InfoBox(taskId);
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}
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static bool8 IsInfoBoxClosed(void)
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{
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if (FindTaskIdByFunc(RunInfoBoxActions) == TASK_NONE)
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if (FindTaskIdByFunc(Task_InfoBox) == TASK_NONE)
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return TRUE;
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else
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return FALSE;
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}
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static void RunInfoBoxActions(u8 taskId)
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static void Task_InfoBox(u8 taskId)
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{
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sInfoBoxTasks[gTasks[taskId].tState](&gTasks[taskId]);
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}
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@ -3977,7 +3977,7 @@ static void InfoBox_LoadPikaPowerMeter(struct Task *task)
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static void InfoBox_FreeTask(struct Task *task)
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{
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DestroyTask(FindTaskIdByFunc(RunInfoBoxActions));
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DestroyTask(FindTaskIdByFunc(Task_InfoBox));
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}
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#undef tState
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@ -4068,7 +4068,7 @@ static bool8 IsDigitalDisplayAnimFinished(void)
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static void Task_DigitalDisplay(u8 taskId)
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{
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sDigitalDisplayActions[gTasks[taskId].data[0]](&gTasks[taskId]);
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sDigitalDisplayTasks[gTasks[taskId].data[0]](&gTasks[taskId]);
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}
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static void DigitalDisplay_Idle(struct Task *task)
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@ -5216,7 +5216,7 @@ static void AllocDigitalDisplayGfx(void)
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sImageTable_DigitalDisplay_DPad[1].size = 0x180;
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}
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static const u8 sReelSymbols[NUM_REELS][SYBMOLS_PER_REEL] =
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static const u8 sReelSymbols[NUM_REELS][SYMBOLS_PER_REEL] =
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{
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[LEFT_REEL] = {
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SYMBOL_7_RED,
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