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https://github.com/Ninjdai1/pokeemerald.git
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Get rid of static functions in includes
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145047d438
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b87e6a4e57
@ -19,7 +19,8 @@ enum SpinnerRunnerFollowPatterns
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RUNFOLLOW_SOUTH_EAST_WEST
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};
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struct UnkStruct_085094AC {
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struct UnkStruct_085094AC
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{
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const union AnimCmd *const *anims;
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u8 animPos[4];
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};
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@ -45,28 +46,6 @@ struct UnkStruct_085094AC {
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#define GROUND_EFFECT_FLAG_HOT_SPRINGS (1 << 18)
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#define GROUND_EFFECT_FLAG_SEAWEED (1 << 19)
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#define movement_type_def(setup, table) \
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static u8 setup##_callback(struct EventObject *, struct Sprite *);\
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void setup(struct Sprite *sprite)\
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{\
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UpdateEventObjectCurrentMovement(&gEventObjects[sprite->data[0]], sprite, setup##_callback);\
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}\
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static u8 setup##_callback(struct EventObject *eventObject, struct Sprite *sprite)\
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{\
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return table[sprite->data[1]](eventObject, sprite);\
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}
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#define movement_type_empty_callback(setup) \
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static u8 setup##_callback(struct EventObject *, struct Sprite *);\
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void setup(struct Sprite *sprite)\
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{\
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UpdateEventObjectCurrentMovement(&gEventObjects[sprite->data[0]], sprite, setup##_callback);\
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}\
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static u8 setup##_callback(struct EventObject *eventObject, struct Sprite *sprite)\
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{\
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return 0;\
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}
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struct PairedPalettes
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{
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u16 tag;
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@ -47,13 +47,8 @@ void Overworld_SetEventObjTemplateMovementType(u8 localId, u8 movementType);
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const struct MapLayout *GetMapLayout(void);
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void ApplyCurrentWarp(void);
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void set_warp2_warp3_to_neg_1(void);
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static void SetWarpData(struct WarpData *warp, s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y);
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static bool32 IsDummyWarp(struct WarpData *warp);
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struct MapHeader const *const Overworld_GetMapHeaderByGroupAndId(u16 mapGroup, u16 mapNum);
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struct MapHeader const *const GetDestinationWarpMapHeader(void);
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static void LoadCurrentMapData(void);
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static void LoadSaveblockMapHeader(void);
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static void SetPlayerCoordsFromWarp(void);
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void WarpIntoMap(void);
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void Overworld_SetWarpDestination(s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y);
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void warp1_set_2(s8 mapGroup, s8 mapNum, s8 warpId);
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@ -67,7 +62,6 @@ void sub_8084D5C(s16 a1, s16 a2);
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void sub_8084DD4(s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y);
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void sub_8084E14(void);
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void SetFixedDiveWarp(s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y);
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static void SetFixedDiveWarpAsDestination(void);
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void SetFixedHoleWarp(s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y);
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void SetFixedHoleWarpAsDestination(s16 x, s16 y);
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void warp1_set_to_sav1w(void);
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@ -75,7 +69,6 @@ void sub_8084F2C(s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y);
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void sub_8084F6C(u8 a1);
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void sub_8084FAC(int unused);
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const struct MapConnection *GetMapConnection(u8 dir);
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static bool8 SetDiveWarp(u8 dir, u16 x, u16 y);
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bool8 SetDiveWarpEmerge(u16 x, u16 y);
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bool8 SetDiveWarpDive(u16 x, u16 y);
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void mliX_load_map(u8 mapGroup, u8 mapNum);
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@ -39,7 +39,6 @@ u8 *WriteColorChangeControlCode(u8 *dest, u32 colorType, u8 color);
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bool32 IsStringJapanese(u8 *str);
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bool32 sub_800924C(u8 *str, s32 n);
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u8 GetExtCtrlCodeLength(u8 code);
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static const u8 *SkipExtCtrlCode(const u8 *s);
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s32 StringCompareWithoutExtCtrlCodes(const u8 *str1, const u8 *str2);
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void ConvertInternationalString(u8 *s, u8 language);
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void StripExtCtrlCodes(u8 *str);
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@ -27,6 +27,28 @@
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// this file was known as evobjmv.c in Game Freak's original source
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#define movement_type_def(setup, table) \
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static u8 setup##_callback(struct EventObject *, struct Sprite *);\
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void setup(struct Sprite *sprite)\
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{\
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UpdateEventObjectCurrentMovement(&gEventObjects[sprite->data[0]], sprite, setup##_callback);\
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}\
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static u8 setup##_callback(struct EventObject *eventObject, struct Sprite *sprite)\
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{\
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return table[sprite->data[1]](eventObject, sprite);\
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}
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#define movement_type_empty_callback(setup) \
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static u8 setup##_callback(struct EventObject *, struct Sprite *);\
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void setup(struct Sprite *sprite)\
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{\
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UpdateEventObjectCurrentMovement(&gEventObjects[sprite->data[0]], sprite, setup##_callback);\
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}\
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static u8 setup##_callback(struct EventObject *eventObject, struct Sprite *sprite)\
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{\
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return 0;\
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}
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EWRAM_DATA u8 sCurrentReflectionType = 0;
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EWRAM_DATA u16 sCurrentSpecialObjectPaletteTag = 0;
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EWRAM_DATA struct LockedAnimEventObjects *gLockedAnimEventObjects = {0};
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