Name object event ID arguments properly

This commit is contained in:
SphericalIce 2021-01-19 23:35:57 +00:00
parent 6dd973012b
commit 2746fd1f95
2 changed files with 11 additions and 11 deletions

View File

@ -422,10 +422,10 @@ u8 MovementType_RunInPlace_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_Invisible_Step0(struct ObjectEvent *, struct Sprite *);
u8 MovementType_Invisible_Step1(struct ObjectEvent *, struct Sprite *);
u8 MovementType_Invisible_Step2(struct ObjectEvent *, struct Sprite *);
void SetObjectEventSpriteInvisibility(u8 var, bool32 var2);
bool32 IsObjectEventSpriteInvisible(u8 var);
void SetObjectEventSpriteGraphics(u8 var1, u8 graphicsId);
void SetObjectEventSpriteAnim(u8 var1, u8 var2);
bool32 IsObjectEventSpriteAnimating(u8 var);
void SetObjectEventSpriteInvisibility(u8 objectEventId, bool32 invisible);
bool32 IsObjectEventSpriteInvisible(u8 objectEventId);
void SetObjectEventSpriteGraphics(u8 objectEventId, u8 graphicsId);
void SetObjectEventSpriteAnim(u8 objectEventId, u8 animNum);
bool32 IsObjectEventSpriteAnimating(u8 objectEventId);
#endif //GUARD_EVENT_OBJECT_MOVEMENT_H

View File

@ -7947,12 +7947,12 @@ void GroundEffect_StepOnLongGrass(struct ObjectEvent *objEvent, struct Sprite *s
void GroundEffect_WaterReflection(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
SetUpReflection(objEvent, sprite, 0);
SetUpReflection(objEvent, sprite, FALSE);
}
void GroundEffect_IceReflection(struct ObjectEvent *objEvent, struct Sprite *sprite)
{
SetUpReflection(objEvent, sprite, 1);
SetUpReflection(objEvent, sprite, TRUE);
}
void GroundEffect_FlowingWater(struct ObjectEvent *objEvent, struct Sprite *sprite)
@ -8651,14 +8651,14 @@ static void DestroyObjectEventSprites(void)
}
}
static int GetObjectEventSpriteId(u8 var) // this should return a u8, because all that call this shifts to u8, but it wont match because it doesnt shift u8 at the end.
static int GetObjectEventSpriteId(u8 objectEventId) // this should return a u8, because all that call this shifts to u8, but it wont match because it doesnt shift u8 at the end.
{
int i;
for (i = 0; i < MAX_SPRITES; i++)
{
struct Sprite *sprite = &gSprites[i];
if(sprite->inUse && sprite->callback == UpdateObjectEventSprite && (u8)sprite->data[0] == var)
if (sprite->inUse && sprite->callback == UpdateObjectEventSprite && (u8)sprite->data[0] == objectEventId)
return i;
}
return MAX_SPRITES;
@ -8790,9 +8790,9 @@ static void UpdateObjectEventSpritePosition(struct Sprite *sprite)
}
}
bool32 IsObjectEventSpriteAnimating(u8 var)
bool32 IsObjectEventSpriteAnimating(u8 objectEventId)
{
u8 spriteId = GetObjectEventSpriteId(var);
u8 spriteId = GetObjectEventSpriteId(objectEventId);
if (spriteId == MAX_SPRITES)
return FALSE;