Use runningState directly in CheckMovementInputNotOnBike

This commit is contained in:
GriffinR 2022-01-09 11:12:35 -05:00
parent 8f1a760937
commit 429d53b95c

View File

@ -33,12 +33,6 @@
#define NUM_FORCED_MOVEMENTS 18
#define NUM_ACRO_BIKE_COLLISIONS 5
enum {
PLAYER_STILL,
PLAYER_TURNING,
PLAYER_MOVING,
};
static EWRAM_DATA u8 sSpinStartFacingDir = 0;
EWRAM_DATA struct ObjectEvent gObjectEvents[OBJECT_EVENTS_COUNT] = {};
EWRAM_DATA struct PlayerAvatar gPlayerAvatar = {};
@ -196,9 +190,9 @@ static bool8 (*const sForcedMovementFuncs[NUM_FORCED_MOVEMENTS + 1])(void) =
static void (*const sPlayerNotOnBikeFuncs[])(u8, u16) =
{
[PLAYER_STILL] = PlayerNotOnBikeNotMoving,
[PLAYER_TURNING] = PlayerNotOnBikeTurningInPlace,
[PLAYER_MOVING] = PlayerNotOnBikeMoving,
[NOT_MOVING] = PlayerNotOnBikeNotMoving,
[TURN_DIRECTION] = PlayerNotOnBikeTurningInPlace,
[MOVING] = PlayerNotOnBikeMoving,
};
static bool8 (*const sAcroBikeTrickMetatiles[NUM_ACRO_BIKE_COLLISIONS])(u8) =
@ -591,20 +585,11 @@ static void MovePlayerNotOnBike(u8 direction, u16 heldKeys)
static u8 CheckMovementInputNotOnBike(u8 direction)
{
if (direction == DIR_NONE)
{
gPlayerAvatar.runningState = NOT_MOVING;
return PLAYER_STILL;
}
return gPlayerAvatar.runningState = NOT_MOVING;
else if (direction != GetPlayerMovementDirection() && gPlayerAvatar.runningState != MOVING)
{
gPlayerAvatar.runningState = TURN_DIRECTION;
return PLAYER_TURNING;
}
return gPlayerAvatar.runningState = TURN_DIRECTION;
else
{
gPlayerAvatar.runningState = MOVING;
return PLAYER_MOVING;
}
return gPlayerAvatar.runningState = MOVING;
}
static void PlayerNotOnBikeNotMoving(u8 direction, u16 heldKeys)