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Merge pull request #1538 from cbt6/move-speed
Rename some player movement speed functions
This commit is contained in:
commit
c98fbb5ca6
@ -17,11 +17,11 @@ struct BikeHistoryInputInfo
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// Player speeds
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enum
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{
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SPEED_STANDING,
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SPEED_NORMAL,
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SPEED_FAST,
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SPEED_FASTER,
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SPEED_FASTEST,
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BIKE_SPEED_STANDING,
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BIKE_SPEED_NORMAL,
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BIKE_SPEED_FAST,
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BIKE_SPEED_FASTER,
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BIKE_SPEED_FASTEST,
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};
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// mach bike transitions enum
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@ -128,10 +128,10 @@
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#define MOVEMENT_ACTION_RIDE_WATER_CURRENT_UP 0x2A
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#define MOVEMENT_ACTION_RIDE_WATER_CURRENT_LEFT 0x2B
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#define MOVEMENT_ACTION_RIDE_WATER_CURRENT_RIGHT 0x2C
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#define MOVEMENT_ACTION_WALK_FASTEST_DOWN 0x2D
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#define MOVEMENT_ACTION_WALK_FASTEST_UP 0x2E
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#define MOVEMENT_ACTION_WALK_FASTEST_LEFT 0x2F
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#define MOVEMENT_ACTION_WALK_FASTEST_RIGHT 0x30
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#define MOVEMENT_ACTION_WALK_FASTER_DOWN 0x2D
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#define MOVEMENT_ACTION_WALK_FASTER_UP 0x2E
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#define MOVEMENT_ACTION_WALK_FASTER_LEFT 0x2F
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#define MOVEMENT_ACTION_WALK_FASTER_RIGHT 0x30
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#define MOVEMENT_ACTION_SLIDE_DOWN 0x31
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#define MOVEMENT_ACTION_SLIDE_UP 0x32
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#define MOVEMENT_ACTION_SLIDE_LEFT 0x33
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@ -136,7 +136,7 @@ u8 GetFaceDirectionMovementAction(u32);
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u8 GetWalkNormalMovementAction(u32);
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u8 GetWalkFastMovementAction(u32);
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u8 GetRideWaterCurrentMovementAction(u32);
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u8 GetWalkFastestMovementAction(u32);
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u8 GetWalkFasterMovementAction(u32);
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u8 GetPlayerRunMovementAction(u32);
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u8 GetJumpInPlaceMovementAction(u32);
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u8 GetAcroWheelieFaceDirectionMovementAction(u32);
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@ -11,10 +11,10 @@ void PlayerGetDestCoords(s16 *, s16 *);
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u8 GetPlayerFacingDirection(void);
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u8 GetPlayerMovementDirection(void);
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u8 PlayerGetCopyableMovement(void);
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void PlayerGoSpeed1(u8);
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void PlayerGoSpeed2(u8);
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void PlayerWalkNormal(u8);
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void PlayerWalkFast(u8);
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void PlayerRideWaterCurrent(u8);
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void PlayerGoSpeed4(u8);
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void PlayerWalkFaster(u8);
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void PlayerOnBikeCollide(u8);
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void PlayerFaceDirection(u8 a);
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void PlayerTurnInPlace(u8 a);
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34
src/bike.c
34
src/bike.c
@ -71,12 +71,12 @@ static void (*const sMachBikeTransitions[])(u8) =
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MachBikeTransition_TrySlowDown,
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};
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// bikeFrameCounter is input which is represented by sMachBikeSpeeds in order: 0 is normal speed (1 speed), 1 is fast speed (2 speed), 2 is fastest speed (4 speed)
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// bikeFrameCounter is input which is represented by sMachBikeSpeeds in order
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static void (*const sMachBikeSpeedCallbacks[])(u8) =
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{
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PlayerGoSpeed1, // normal speed (1 speed)
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PlayerGoSpeed2, // fast speed (2 speed)
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PlayerGoSpeed4, // fastest speed (4 speed)
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PlayerWalkNormal,
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PlayerWalkFast,
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PlayerWalkFaster,
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};
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static void (*const sAcroBikeTransitions[])(u8) =
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@ -108,7 +108,7 @@ static u8 (*const sAcroBikeInputHandlers[])(u8 *, u16, u16) =
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};
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// used with bikeFrameCounter from mach bike
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static const u16 sMachBikeSpeeds[] = {SPEED_NORMAL, SPEED_FAST, SPEED_FASTEST};
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static const u16 sMachBikeSpeeds[] = {BIKE_SPEED_NORMAL, BIKE_SPEED_FAST, BIKE_SPEED_FASTEST};
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// this is a list of timers to compare against later, terminated with 0. the only timer being compared against is 4 frames in this list.
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static const u8 sAcroBikeJumpTimerList[] = {4, 0};
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@ -147,7 +147,7 @@ static u8 GetMachBikeTransition(u8 *dirTraveling)
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if (*dirTraveling == 0)
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{
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*dirTraveling = direction; // update the direction, since below we either faced a direction or we started moving.
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if (gPlayerAvatar.bikeSpeed == SPEED_STANDING)
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if (gPlayerAvatar.bikeSpeed == BIKE_SPEED_STANDING)
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{
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gPlayerAvatar.runningState = NOT_MOVING;
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return MACH_TRANS_FACE_DIRECTION;
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@ -159,7 +159,7 @@ static u8 GetMachBikeTransition(u8 *dirTraveling)
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// we need to check if the last traveled direction changed from the new direction as well as ensuring that we dont update the state while the player is moving: see the else check.
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if (*dirTraveling != direction && gPlayerAvatar.runningState != MOVING)
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{
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if (gPlayerAvatar.bikeSpeed != SPEED_STANDING)
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if (gPlayerAvatar.bikeSpeed != BIKE_SPEED_STANDING)
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{
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*dirTraveling = direction; // implement the new direction
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gPlayerAvatar.runningState = MOVING;
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@ -246,7 +246,7 @@ static void MachBikeTransition_TrySlowDown(u8 direction)
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{
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u8 collision;
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if (gPlayerAvatar.bikeSpeed != SPEED_STANDING)
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if (gPlayerAvatar.bikeSpeed != BIKE_SPEED_STANDING)
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gPlayerAvatar.bikeFrameCounter = --gPlayerAvatar.bikeSpeed;
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collision = GetBikeCollision(direction);
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@ -306,7 +306,7 @@ static u8 AcroBikeHandleInputNormal(u8 *newDirection, u16 newKeys, u16 heldKeys)
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return ACRO_TRANS_FACE_DIRECTION;
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}
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}
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if (*newDirection == direction && (heldKeys & B_BUTTON) && gPlayerAvatar.bikeSpeed == SPEED_STANDING)
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if (*newDirection == direction && (heldKeys & B_BUTTON) && gPlayerAvatar.bikeSpeed == BIKE_SPEED_STANDING)
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{
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gPlayerAvatar.bikeSpeed++;
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gPlayerAvatar.acroBikeState = ACRO_STATE_WHEELIE_MOVING;
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@ -342,7 +342,7 @@ static u8 AcroBikeHandleInputTurning(u8 *newDirection, u16 newKeys, u16 heldKeys
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if (*newDirection == AcroBike_GetJumpDirection())
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{
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Bike_SetBikeStill(); // Bike_SetBikeStill sets speed to standing, but the next line immediately overrides it. could have just reset acroBikeState to 0 here instead of wasting a jump.
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gPlayerAvatar.bikeSpeed = SPEED_NORMAL;
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gPlayerAvatar.bikeSpeed = BIKE_SPEED_NORMAL;
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if (*newDirection == GetOppositeDirection(direction))
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{
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// do a turn jump.
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@ -775,7 +775,7 @@ static void AcroBike_TryHistoryUpdate(u16 newKeys, u16 heldKeys) // newKeys is u
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else
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{
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Bike_UpdateDirTimerHistory(direction);
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gPlayerAvatar.bikeSpeed = SPEED_STANDING;
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gPlayerAvatar.bikeSpeed = BIKE_SPEED_STANDING;
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}
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direction = heldKeys & (A_BUTTON | B_BUTTON | SELECT_BUTTON | START_BUTTON); // directions is reused for some reason.
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@ -787,7 +787,7 @@ static void AcroBike_TryHistoryUpdate(u16 newKeys, u16 heldKeys) // newKeys is u
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else
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{
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Bike_UpdateABStartSelectHistory(direction);
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gPlayerAvatar.bikeSpeed = SPEED_STANDING;
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gPlayerAvatar.bikeSpeed = BIKE_SPEED_STANDING;
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}
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}
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@ -994,7 +994,7 @@ void BikeClearState(int newDirHistory, int newAbStartHistory)
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gPlayerAvatar.acroBikeState = ACRO_STATE_NORMAL;
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gPlayerAvatar.newDirBackup = DIR_NONE;
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gPlayerAvatar.bikeFrameCounter = 0;
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gPlayerAvatar.bikeSpeed = SPEED_STANDING;
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gPlayerAvatar.bikeSpeed = BIKE_SPEED_STANDING;
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gPlayerAvatar.directionHistory = newDirHistory;
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gPlayerAvatar.abStartSelectHistory = newAbStartHistory;
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@ -1014,7 +1014,7 @@ void Bike_UpdateBikeCounterSpeed(u8 counter)
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static void Bike_SetBikeStill(void)
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{
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gPlayerAvatar.bikeFrameCounter = 0;
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gPlayerAvatar.bikeSpeed = SPEED_STANDING;
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gPlayerAvatar.bikeSpeed = BIKE_SPEED_STANDING;
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}
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s16 GetPlayerSpeed(void)
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@ -1027,11 +1027,11 @@ s16 GetPlayerSpeed(void)
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if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_MACH_BIKE)
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return machSpeeds[gPlayerAvatar.bikeFrameCounter];
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else if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_ACRO_BIKE)
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return SPEED_FASTER;
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return BIKE_SPEED_FASTER;
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else if (gPlayerAvatar.flags & (PLAYER_AVATAR_FLAG_SURFING | PLAYER_AVATAR_FLAG_DASH))
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return SPEED_FAST;
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return BIKE_SPEED_FAST;
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else
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return SPEED_NORMAL;
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return BIKE_SPEED_NORMAL;
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}
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void Bike_HandleBumpySlopeJump(void)
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@ -85,14 +85,14 @@ u8 MovementAction_RideWaterCurrentLeft_Step0(struct ObjectEvent *, struct Sprite
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u8 MovementAction_RideWaterCurrentLeft_Step1(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_RideWaterCurrentRight_Step0(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_RideWaterCurrentRight_Step1(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_WalkFastestDown_Step0(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_WalkFastestDown_Step1(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_WalkFastestUp_Step0(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_WalkFastestUp_Step1(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_WalkFastestLeft_Step0(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_WalkFastestLeft_Step1(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_WalkFastestRight_Step0(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_WalkFastestRight_Step1(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_WalkFasterDown_Step0(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_WalkFasterDown_Step1(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_WalkFasterUp_Step0(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_WalkFasterUp_Step1(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_WalkFasterLeft_Step0(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_WalkFasterLeft_Step1(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_WalkFasterRight_Step0(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_WalkFasterRight_Step1(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_SlideDown_Step0(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_SlideDown_Step1(struct ObjectEvent *, struct Sprite *);
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u8 MovementAction_SlideUp_Step0(struct ObjectEvent *, struct Sprite *);
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@ -307,10 +307,10 @@ u8 (*const gMovementActionFuncs_RideWaterCurrentDown[])(struct ObjectEvent *, st
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u8 (*const gMovementActionFuncs_RideWaterCurrentUp[])(struct ObjectEvent *, struct Sprite *);
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u8 (*const gMovementActionFuncs_RideWaterCurrentLeft[])(struct ObjectEvent *, struct Sprite *);
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u8 (*const gMovementActionFuncs_RideWaterCurrentRight[])(struct ObjectEvent *, struct Sprite *);
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u8 (*const gMovementActionFuncs_WalkFastestDown[])(struct ObjectEvent *, struct Sprite *);
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u8 (*const gMovementActionFuncs_WalkFastestUp[])(struct ObjectEvent *, struct Sprite *);
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u8 (*const gMovementActionFuncs_WalkFastestLeft[])(struct ObjectEvent *, struct Sprite *);
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u8 (*const gMovementActionFuncs_WalkFastestRight[])(struct ObjectEvent *, struct Sprite *);
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u8 (*const gMovementActionFuncs_WalkFasterDown[])(struct ObjectEvent *, struct Sprite *);
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u8 (*const gMovementActionFuncs_WalkFasterUp[])(struct ObjectEvent *, struct Sprite *);
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u8 (*const gMovementActionFuncs_WalkFasterLeft[])(struct ObjectEvent *, struct Sprite *);
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u8 (*const gMovementActionFuncs_WalkFasterRight[])(struct ObjectEvent *, struct Sprite *);
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u8 (*const gMovementActionFuncs_SlideDown[])(struct ObjectEvent *, struct Sprite *);
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u8 (*const gMovementActionFuncs_SlideUp[])(struct ObjectEvent *, struct Sprite *);
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u8 (*const gMovementActionFuncs_SlideLeft[])(struct ObjectEvent *, struct Sprite *);
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@ -467,10 +467,10 @@ u8 (*const *const gMovementActionFuncs[])(struct ObjectEvent *, struct Sprite *)
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[MOVEMENT_ACTION_RIDE_WATER_CURRENT_UP] = gMovementActionFuncs_RideWaterCurrentUp,
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[MOVEMENT_ACTION_RIDE_WATER_CURRENT_LEFT] = gMovementActionFuncs_RideWaterCurrentLeft,
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[MOVEMENT_ACTION_RIDE_WATER_CURRENT_RIGHT] = gMovementActionFuncs_RideWaterCurrentRight,
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[MOVEMENT_ACTION_WALK_FASTEST_DOWN] = gMovementActionFuncs_WalkFastestDown,
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[MOVEMENT_ACTION_WALK_FASTEST_UP] = gMovementActionFuncs_WalkFastestUp,
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[MOVEMENT_ACTION_WALK_FASTEST_LEFT] = gMovementActionFuncs_WalkFastestLeft,
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[MOVEMENT_ACTION_WALK_FASTEST_RIGHT] = gMovementActionFuncs_WalkFastestRight,
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[MOVEMENT_ACTION_WALK_FASTER_DOWN] = gMovementActionFuncs_WalkFasterDown,
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[MOVEMENT_ACTION_WALK_FASTER_UP] = gMovementActionFuncs_WalkFasterUp,
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[MOVEMENT_ACTION_WALK_FASTER_LEFT] = gMovementActionFuncs_WalkFasterLeft,
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[MOVEMENT_ACTION_WALK_FASTER_RIGHT] = gMovementActionFuncs_WalkFasterRight,
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[MOVEMENT_ACTION_SLIDE_DOWN] = gMovementActionFuncs_SlideDown,
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[MOVEMENT_ACTION_SLIDE_UP] = gMovementActionFuncs_SlideUp,
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[MOVEMENT_ACTION_SLIDE_LEFT] = gMovementActionFuncs_SlideLeft,
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@ -603,11 +603,11 @@ u8 (*const gMovementActionFuncs_FaceRight[])(struct ObjectEvent *, struct Sprite
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};
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static u8 (*const sDirectionAnimFuncsBySpeed[])(u8) = {
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GetMoveDirectionAnimNum,
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GetMoveDirectionFastAnimNum,
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GetMoveDirectionFastAnimNum,
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GetMoveDirectionFasterAnimNum,
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GetMoveDirectionFastestAnimNum,
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[MOVE_SPEED_NORMAL] = GetMoveDirectionAnimNum,
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[MOVE_SPEED_FAST_1] = GetMoveDirectionFastAnimNum,
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[MOVE_SPEED_FAST_2] = GetMoveDirectionFastAnimNum,
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[MOVE_SPEED_FASTER] = GetMoveDirectionFasterAnimNum,
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[MOVE_SPEED_FASTEST] = GetMoveDirectionFastestAnimNum,
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};
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u8 (*const gMovementActionFuncs_WalkSlowDiagonalUpLeft[])(struct ObjectEvent *, struct Sprite *) = {
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@ -907,27 +907,27 @@ u8 (*const gMovementActionFuncs_RideWaterCurrentRight[])(struct ObjectEvent *, s
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MovementAction_PauseSpriteAnim,
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};
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u8 (*const gMovementActionFuncs_WalkFastestDown[])(struct ObjectEvent *, struct Sprite *) = {
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MovementAction_WalkFastestDown_Step0,
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MovementAction_WalkFastestDown_Step1,
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u8 (*const gMovementActionFuncs_WalkFasterDown[])(struct ObjectEvent *, struct Sprite *) = {
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MovementAction_WalkFasterDown_Step0,
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MovementAction_WalkFasterDown_Step1,
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MovementAction_PauseSpriteAnim,
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};
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u8 (*const gMovementActionFuncs_WalkFastestUp[])(struct ObjectEvent *, struct Sprite *) = {
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MovementAction_WalkFastestUp_Step0,
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MovementAction_WalkFastestUp_Step1,
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u8 (*const gMovementActionFuncs_WalkFasterUp[])(struct ObjectEvent *, struct Sprite *) = {
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MovementAction_WalkFasterUp_Step0,
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MovementAction_WalkFasterUp_Step1,
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MovementAction_PauseSpriteAnim,
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};
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u8 (*const gMovementActionFuncs_WalkFastestLeft[])(struct ObjectEvent *, struct Sprite *) = {
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MovementAction_WalkFastestLeft_Step0,
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MovementAction_WalkFastestLeft_Step1,
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u8 (*const gMovementActionFuncs_WalkFasterLeft[])(struct ObjectEvent *, struct Sprite *) = {
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MovementAction_WalkFasterLeft_Step0,
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MovementAction_WalkFasterLeft_Step1,
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MovementAction_PauseSpriteAnim,
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};
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u8 (*const gMovementActionFuncs_WalkFastestRight[])(struct ObjectEvent *, struct Sprite *) = {
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MovementAction_WalkFastestRight_Step0,
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MovementAction_WalkFastestRight_Step1,
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u8 (*const gMovementActionFuncs_WalkFasterRight[])(struct ObjectEvent *, struct Sprite *) = {
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MovementAction_WalkFasterRight_Step0,
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MovementAction_WalkFasterRight_Step1,
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MovementAction_PauseSpriteAnim,
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};
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@ -32,6 +32,14 @@
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// this file was known as evobjmv.c in Game Freak's original source
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enum {
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MOVE_SPEED_NORMAL, // walking
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MOVE_SPEED_FAST_1, // running / surfing / sliding (ice tile)
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MOVE_SPEED_FAST_2, // water current / acro bike
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MOVE_SPEED_FASTER, // mach bike's max speed
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MOVE_SPEED_FASTEST,
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};
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// Sprite data used throughout
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#define sObjEventId data[0]
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#define sTypeFuncId data[1] // Index into corresponding gMovementTypeFuncs_* table
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@ -941,12 +949,12 @@ const u8 gRideWaterCurrentMovementActions[] = {
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MOVEMENT_ACTION_RIDE_WATER_CURRENT_LEFT,
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MOVEMENT_ACTION_RIDE_WATER_CURRENT_RIGHT,
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};
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const u8 gWalkFastestMovementActions[] = {
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MOVEMENT_ACTION_WALK_FASTEST_DOWN,
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MOVEMENT_ACTION_WALK_FASTEST_DOWN,
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MOVEMENT_ACTION_WALK_FASTEST_UP,
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MOVEMENT_ACTION_WALK_FASTEST_LEFT,
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MOVEMENT_ACTION_WALK_FASTEST_RIGHT,
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const u8 gWalkFasterMovementActions[] = {
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MOVEMENT_ACTION_WALK_FASTER_DOWN,
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MOVEMENT_ACTION_WALK_FASTER_DOWN,
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MOVEMENT_ACTION_WALK_FASTER_UP,
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MOVEMENT_ACTION_WALK_FASTER_LEFT,
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MOVEMENT_ACTION_WALK_FASTER_RIGHT,
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};
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const u8 gSlideMovementActions[] = {
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MOVEMENT_ACTION_SLIDE_DOWN,
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@ -4314,7 +4322,7 @@ bool8 CopyablePlayerMovement_GoSpeed2(struct ObjectEvent *objectEvent, struct Sp
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direction = playerDirection;
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direction = state_to_direction(gInitialMovementTypeFacingDirections[objectEvent->movementType], objectEvent->directionSequenceIndex, direction);
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ObjectEventMoveDestCoords(objectEvent, direction, &x, &y);
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ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkFastestMovementAction(direction));
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ObjectEventSetSingleMovement(objectEvent, sprite, GetWalkFasterMovementAction(direction));
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if (GetCollisionAtCoords(objectEvent, x, y, direction) || (tileCallback != NULL && !tileCallback(MapGridGetMetatileBehaviorAt(x, y))))
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{
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ObjectEventSetSingleMovement(objectEvent, sprite, GetFaceDirectionMovementAction(direction));
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@ -5025,7 +5033,7 @@ dirn_to_anim(GetWalkSlowMovementAction, gWalkSlowMovementActions);
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dirn_to_anim(GetWalkNormalMovementAction, gWalkNormalMovementActions);
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dirn_to_anim(GetWalkFastMovementAction, gWalkFastMovementActions);
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dirn_to_anim(GetRideWaterCurrentMovementAction, gRideWaterCurrentMovementActions);
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dirn_to_anim(GetWalkFastestMovementAction, gWalkFastestMovementActions);
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dirn_to_anim(GetWalkFasterMovementAction, gWalkFasterMovementActions);
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dirn_to_anim(GetSlideMovementAction, gSlideMovementActions);
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dirn_to_anim(GetPlayerRunMovementAction, gPlayerRunMovementActions);
|
||||
dirn_to_anim(GetJump2MovementAction, gJump2MovementActions);
|
||||
@ -5356,7 +5364,7 @@ bool8 MovementAction_WalkSlowRight_Step1(struct ObjectEvent *objectEvent, struct
|
||||
|
||||
bool8 MovementAction_WalkNormalDiagonalUpLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_NORTHWEST, 0);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_NORTHWEST, MOVE_SPEED_NORMAL);
|
||||
return MovementAction_WalkNormalDiagonalUpLeft_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -5372,7 +5380,7 @@ bool8 MovementAction_WalkNormalDiagonalUpLeft_Step1(struct ObjectEvent *objectEv
|
||||
|
||||
bool8 MovementAction_WalkNormalDiagonalUpRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_NORTHEAST, 0);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_NORTHEAST, MOVE_SPEED_NORMAL);
|
||||
return MovementAction_WalkNormalDiagonalUpRight_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -5388,7 +5396,7 @@ bool8 MovementAction_WalkNormalDiagonalUpRight_Step1(struct ObjectEvent *objectE
|
||||
|
||||
bool8 MovementAction_WalkNormalDiagonalDownLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_SOUTHWEST, 0);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_SOUTHWEST, MOVE_SPEED_NORMAL);
|
||||
return MovementAction_WalkNormalDiagonalDownLeft_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -5404,7 +5412,7 @@ bool8 MovementAction_WalkNormalDiagonalDownLeft_Step1(struct ObjectEvent *object
|
||||
|
||||
bool8 MovementAction_WalkNormalDiagonalDownRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_SOUTHEAST, 0);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_SOUTHEAST, MOVE_SPEED_NORMAL);
|
||||
return MovementAction_WalkNormalDiagonalDownRight_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -5420,7 +5428,7 @@ bool8 MovementAction_WalkNormalDiagonalDownRight_Step1(struct ObjectEvent *objec
|
||||
|
||||
bool8 MovementAction_WalkNormalDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_SOUTH, 0);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_NORMAL);
|
||||
return MovementAction_WalkNormalDown_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -5436,7 +5444,7 @@ bool8 MovementAction_WalkNormalDown_Step1(struct ObjectEvent *objectEvent, struc
|
||||
|
||||
bool8 MovementAction_WalkNormalUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_NORTH, 0);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_NORMAL);
|
||||
return MovementAction_WalkNormalUp_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -5452,7 +5460,7 @@ bool8 MovementAction_WalkNormalUp_Step1(struct ObjectEvent *objectEvent, struct
|
||||
|
||||
bool8 MovementAction_WalkNormalLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_WEST, 0);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_NORMAL);
|
||||
return MovementAction_WalkNormalLeft_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -5468,7 +5476,7 @@ bool8 MovementAction_WalkNormalLeft_Step1(struct ObjectEvent *objectEvent, struc
|
||||
|
||||
bool8 MovementAction_WalkNormalRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_EAST, 0);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_NORMAL);
|
||||
return MovementAction_WalkNormalRight_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -5701,7 +5709,7 @@ bool8 MovementAction_Delay16_Step0(struct ObjectEvent *objectEvent, struct Sprit
|
||||
|
||||
bool8 MovementAction_WalkFastDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_SOUTH, 1);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FAST_1);
|
||||
return MovementAction_WalkFastDown_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -5717,7 +5725,7 @@ bool8 MovementAction_WalkFastDown_Step1(struct ObjectEvent *objectEvent, struct
|
||||
|
||||
bool8 MovementAction_WalkFastUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_NORTH, 1);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FAST_1);
|
||||
return MovementAction_WalkFastUp_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -5733,7 +5741,7 @@ bool8 MovementAction_WalkFastUp_Step1(struct ObjectEvent *objectEvent, struct Sp
|
||||
|
||||
bool8 MovementAction_WalkFastLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_WEST, 1);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FAST_1);
|
||||
return MovementAction_WalkFastLeft_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -5749,7 +5757,7 @@ bool8 MovementAction_WalkFastLeft_Step1(struct ObjectEvent *objectEvent, struct
|
||||
|
||||
bool8 MovementAction_WalkFastRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_EAST, 1);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FAST_1);
|
||||
return MovementAction_WalkFastRight_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -5891,7 +5899,7 @@ bool8 MovementAction_WalkInPlaceFastestRight_Step0(struct ObjectEvent *objectEve
|
||||
|
||||
bool8 MovementAction_RideWaterCurrentDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_SOUTH, 2);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FAST_2);
|
||||
return MovementAction_RideWaterCurrentDown_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -5907,7 +5915,7 @@ bool8 MovementAction_RideWaterCurrentDown_Step1(struct ObjectEvent *objectEvent,
|
||||
|
||||
bool8 MovementAction_RideWaterCurrentUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_NORTH, 2);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FAST_2);
|
||||
return MovementAction_RideWaterCurrentUp_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -5923,7 +5931,7 @@ bool8 MovementAction_RideWaterCurrentUp_Step1(struct ObjectEvent *objectEvent, s
|
||||
|
||||
bool8 MovementAction_RideWaterCurrentLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_WEST, 2);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FAST_2);
|
||||
return MovementAction_RideWaterCurrentLeft_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -5939,7 +5947,7 @@ bool8 MovementAction_RideWaterCurrentLeft_Step1(struct ObjectEvent *objectEvent,
|
||||
|
||||
bool8 MovementAction_RideWaterCurrentRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_EAST, 2);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FAST_2);
|
||||
return MovementAction_RideWaterCurrentRight_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -5953,13 +5961,13 @@ bool8 MovementAction_RideWaterCurrentRight_Step1(struct ObjectEvent *objectEvent
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
bool8 MovementAction_WalkFastestDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
bool8 MovementAction_WalkFasterDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_SOUTH, 3);
|
||||
return MovementAction_WalkFastestDown_Step1(objectEvent, sprite);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FASTER);
|
||||
return MovementAction_WalkFasterDown_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
bool8 MovementAction_WalkFastestDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
bool8 MovementAction_WalkFasterDown_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
if (UpdateMovementNormal(objectEvent, sprite))
|
||||
{
|
||||
@ -5969,13 +5977,13 @@ bool8 MovementAction_WalkFastestDown_Step1(struct ObjectEvent *objectEvent, stru
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
bool8 MovementAction_WalkFastestUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
bool8 MovementAction_WalkFasterUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_NORTH, 3);
|
||||
return MovementAction_WalkFastestUp_Step1(objectEvent, sprite);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FASTER);
|
||||
return MovementAction_WalkFasterUp_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
bool8 MovementAction_WalkFastestUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
bool8 MovementAction_WalkFasterUp_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
if (UpdateMovementNormal(objectEvent, sprite))
|
||||
{
|
||||
@ -5985,13 +5993,13 @@ bool8 MovementAction_WalkFastestUp_Step1(struct ObjectEvent *objectEvent, struct
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
bool8 MovementAction_WalkFastestLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
bool8 MovementAction_WalkFasterLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_WEST, 3);
|
||||
return MovementAction_WalkFastestLeft_Step1(objectEvent, sprite);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FASTER);
|
||||
return MovementAction_WalkFasterLeft_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
bool8 MovementAction_WalkFastestLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
bool8 MovementAction_WalkFasterLeft_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
if (UpdateMovementNormal(objectEvent, sprite))
|
||||
{
|
||||
@ -6001,13 +6009,13 @@ bool8 MovementAction_WalkFastestLeft_Step1(struct ObjectEvent *objectEvent, stru
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
bool8 MovementAction_WalkFastestRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
bool8 MovementAction_WalkFasterRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_EAST, 3);
|
||||
return MovementAction_WalkFastestRight_Step1(objectEvent, sprite);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FASTER);
|
||||
return MovementAction_WalkFasterRight_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
bool8 MovementAction_WalkFastestRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
bool8 MovementAction_WalkFasterRight_Step1(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
if (UpdateMovementNormal(objectEvent, sprite))
|
||||
{
|
||||
@ -6019,7 +6027,7 @@ bool8 MovementAction_WalkFastestRight_Step1(struct ObjectEvent *objectEvent, str
|
||||
|
||||
bool8 MovementAction_SlideDown_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_SOUTH, 4);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_SOUTH, MOVE_SPEED_FASTEST);
|
||||
return MovementAction_SlideDown_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -6035,7 +6043,7 @@ bool8 MovementAction_SlideDown_Step1(struct ObjectEvent *objectEvent, struct Spr
|
||||
|
||||
bool8 MovementAction_SlideUp_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_NORTH, 4);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_NORTH, MOVE_SPEED_FASTEST);
|
||||
return MovementAction_SlideUp_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -6051,7 +6059,7 @@ bool8 MovementAction_SlideUp_Step1(struct ObjectEvent *objectEvent, struct Sprit
|
||||
|
||||
bool8 MovementAction_SlideLeft_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_WEST, 4);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FASTEST);
|
||||
return MovementAction_SlideLeft_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -6067,7 +6075,7 @@ bool8 MovementAction_SlideLeft_Step1(struct ObjectEvent *objectEvent, struct Spr
|
||||
|
||||
bool8 MovementAction_SlideRight_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_EAST, 4);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FASTEST);
|
||||
return MovementAction_SlideRight_Step1(objectEvent, sprite);
|
||||
}
|
||||
|
||||
@ -6728,7 +6736,7 @@ bool8 MovementAction_WalkDownAffine_Step1(struct ObjectEvent *objectEvent, struc
|
||||
|
||||
bool8 MovementAction_WalkLeftAffine_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_WEST, 1);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_WEST, MOVE_SPEED_FAST_1);
|
||||
sprite->affineAnimPaused = FALSE;
|
||||
ChangeSpriteAffineAnimIfDifferent(sprite, 2);
|
||||
return MovementAction_WalkLeftAffine_Step1(objectEvent, sprite);
|
||||
@ -6747,7 +6755,7 @@ bool8 MovementAction_WalkLeftAffine_Step1(struct ObjectEvent *objectEvent, struc
|
||||
|
||||
bool8 MovementAction_WalkRightAffine_Step0(struct ObjectEvent *objectEvent, struct Sprite *sprite)
|
||||
{
|
||||
InitMovementNormal(objectEvent, sprite, DIR_EAST, 1);
|
||||
InitMovementNormal(objectEvent, sprite, DIR_EAST, MOVE_SPEED_FAST_1);
|
||||
sprite->affineAnimPaused = FALSE;
|
||||
ChangeSpriteAffineAnimIfDifferent(sprite, 3);
|
||||
return MovementAction_WalkRightAffine_Step1(objectEvent, sprite);
|
||||
|
@ -470,27 +470,27 @@ static u8 DoForcedMovementInCurrentDirection(void (*a)(u8))
|
||||
|
||||
static bool8 ForcedMovement_Slip(void)
|
||||
{
|
||||
return DoForcedMovementInCurrentDirection(PlayerGoSpeed2);
|
||||
return DoForcedMovementInCurrentDirection(PlayerWalkFast);
|
||||
}
|
||||
|
||||
static bool8 ForcedMovement_WalkSouth(void)
|
||||
{
|
||||
return DoForcedMovement(DIR_SOUTH, PlayerGoSpeed1);
|
||||
return DoForcedMovement(DIR_SOUTH, PlayerWalkNormal);
|
||||
}
|
||||
|
||||
static bool8 ForcedMovement_WalkNorth(void)
|
||||
{
|
||||
return DoForcedMovement(DIR_NORTH, PlayerGoSpeed1);
|
||||
return DoForcedMovement(DIR_NORTH, PlayerWalkNormal);
|
||||
}
|
||||
|
||||
static bool8 ForcedMovement_WalkWest(void)
|
||||
{
|
||||
return DoForcedMovement(DIR_WEST, PlayerGoSpeed1);
|
||||
return DoForcedMovement(DIR_WEST, PlayerWalkNormal);
|
||||
}
|
||||
|
||||
static bool8 ForcedMovement_WalkEast(void)
|
||||
{
|
||||
return DoForcedMovement(DIR_EAST, PlayerGoSpeed1);
|
||||
return DoForcedMovement(DIR_EAST, PlayerWalkNormal);
|
||||
}
|
||||
|
||||
static bool8 ForcedMovement_PushedSouthByCurrent(void)
|
||||
@ -524,22 +524,22 @@ static u8 ForcedMovement_Slide(u8 direction, void (*b)(u8))
|
||||
|
||||
static bool8 ForcedMovement_SlideSouth(void)
|
||||
{
|
||||
return ForcedMovement_Slide(DIR_SOUTH, PlayerGoSpeed2);
|
||||
return ForcedMovement_Slide(DIR_SOUTH, PlayerWalkFast);
|
||||
}
|
||||
|
||||
static bool8 ForcedMovement_SlideNorth(void)
|
||||
{
|
||||
return ForcedMovement_Slide(DIR_NORTH, PlayerGoSpeed2);
|
||||
return ForcedMovement_Slide(DIR_NORTH, PlayerWalkFast);
|
||||
}
|
||||
|
||||
static bool8 ForcedMovement_SlideWest(void)
|
||||
{
|
||||
return ForcedMovement_Slide(DIR_WEST, PlayerGoSpeed2);
|
||||
return ForcedMovement_Slide(DIR_WEST, PlayerWalkFast);
|
||||
}
|
||||
|
||||
static bool8 ForcedMovement_SlideEast(void)
|
||||
{
|
||||
return ForcedMovement_Slide(DIR_EAST, PlayerGoSpeed2);
|
||||
return ForcedMovement_Slide(DIR_EAST, PlayerWalkFast);
|
||||
}
|
||||
|
||||
static bool8 ForcedMovement_MatJump(void)
|
||||
@ -562,7 +562,7 @@ static bool8 ForcedMovement_MuddySlope(void)
|
||||
{
|
||||
Bike_UpdateBikeCounterSpeed(0);
|
||||
playerObjEvent->facingDirectionLocked = TRUE;
|
||||
return DoForcedMovement(DIR_SOUTH, PlayerGoSpeed2);
|
||||
return DoForcedMovement(DIR_SOUTH, PlayerWalkFast);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -631,8 +631,8 @@ static void PlayerNotOnBikeMoving(u8 direction, u16 heldKeys)
|
||||
|
||||
if (gPlayerAvatar.flags & PLAYER_AVATAR_FLAG_SURFING)
|
||||
{
|
||||
// speed 2 is fast, same speed as running
|
||||
PlayerGoSpeed2(direction);
|
||||
// same speed as running
|
||||
PlayerWalkFast(direction);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -645,7 +645,7 @@ static void PlayerNotOnBikeMoving(u8 direction, u16 heldKeys)
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayerGoSpeed1(direction);
|
||||
PlayerWalkNormal(direction);
|
||||
}
|
||||
}
|
||||
|
||||
@ -953,16 +953,14 @@ void PlayerSetAnimId(u8 movementActionId, u8 copyableMovement)
|
||||
}
|
||||
}
|
||||
|
||||
// normal speed (1 speed)
|
||||
void PlayerGoSpeed1(u8 a)
|
||||
void PlayerWalkNormal(u8 direction)
|
||||
{
|
||||
PlayerSetAnimId(GetWalkNormalMovementAction(a), 2);
|
||||
PlayerSetAnimId(GetWalkNormalMovementAction(direction), 2);
|
||||
}
|
||||
|
||||
// fast speed (2 speed)
|
||||
void PlayerGoSpeed2(u8 a)
|
||||
void PlayerWalkFast(u8 direction)
|
||||
{
|
||||
PlayerSetAnimId(GetWalkFastMovementAction(a), 2);
|
||||
PlayerSetAnimId(GetWalkFastMovementAction(direction), 2);
|
||||
}
|
||||
|
||||
void PlayerRideWaterCurrent(u8 a)
|
||||
@ -970,10 +968,9 @@ void PlayerRideWaterCurrent(u8 a)
|
||||
PlayerSetAnimId(GetRideWaterCurrentMovementAction(a), 2);
|
||||
}
|
||||
|
||||
// fastest speed (4 speed)
|
||||
void PlayerGoSpeed4(u8 a)
|
||||
void PlayerWalkFaster(u8 direction)
|
||||
{
|
||||
PlayerSetAnimId(GetWalkFastestMovementAction(a), 2);
|
||||
PlayerSetAnimId(GetWalkFasterMovementAction(direction), 2);
|
||||
}
|
||||
|
||||
static void PlayerRun(u8 a)
|
||||
|
Loading…
Reference in New Issue
Block a user