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Reworked the debug menu's PC access
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29c3f57772
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@ -2805,9 +2805,8 @@ static void Task_WaitFadeAccessPC(u8 taskId)
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static void DebugAction_AccessPC(u8 taskId)
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{
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Debug_DestroyMenu_Full(taskId);
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CleanupOverworldWindowsAndTilemaps();
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BeginNormalPaletteFade(0xFFFFFFFF, 0, 0, 16, RGB_BLACK);
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CreateTask(Task_WaitFadeAccessPC, 0);
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LockPlayerFieldControls();
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ScriptContext_SetupScript(EventScript_PC);
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}
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@ -953,9 +953,22 @@ void FieldShowRegionMap(void)
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SetMainCallback2(CB2_FieldShowRegionMap);
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}
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static bool8 IsPlayerInFrontOfPC(void)
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{
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u16 x, y;
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u16 tileInFront;
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GetXYCoordsOneStepInFrontOfPlayer(&x, &y);
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tileInFront = MapGridGetMetatileIdAt(x, y);
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return (tileInFront == METATILE_BrendansMaysHouse_BrendanPC_Off
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|| tileInFront == METATILE_BrendansMaysHouse_MayPC_Off
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|| tileInFront == METATILE_Building_PC_Off);
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}
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void DoPCTurnOnEffect(void)
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{
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if (FuncIsActiveTask(Task_PCTurnOnEffect) != TRUE)
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if (FuncIsActiveTask(Task_PCTurnOnEffect) != TRUE && IsPlayerInFrontOfPC() == TRUE)
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{
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u8 taskId = CreateTask(Task_PCTurnOnEffect, 8);
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gTasks[taskId].data[0] = 0;
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@ -1041,6 +1054,9 @@ static void PCTurnOffEffect(void)
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s8 dy = 0;
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u16 tileId = 0;
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u8 playerDirection = GetPlayerFacingDirection();
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if (IsPlayerInFrontOfPC() == TRUE)
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{
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switch (playerDirection)
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{
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case DIR_NORTH:
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@ -1064,6 +1080,7 @@ static void PCTurnOffEffect(void)
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tileId = METATILE_BrendansMaysHouse_MayPC_Off;
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MapGridSetMetatileIdAt(gSaveBlock1Ptr->pos.x + dx + MAP_OFFSET, gSaveBlock1Ptr->pos.y + dy + MAP_OFFSET, tileId | MAPGRID_COLLISION_MASK);
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DrawWholeMapView();
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}
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}
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void DoLotteryCornerComputerEffect(void)
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