remove gActiveBattler replacement

This commit is contained in:
DizzyEggg 2023-09-04 10:26:37 +02:00
parent 7c2ad314d4
commit d9677763e5
6 changed files with 14 additions and 32 deletions

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@ -367,7 +367,7 @@ B_ATK_PARTNER_NAME = FD 0E
B_ATK_NAME_WITH_PREFIX = FD 0F B_ATK_NAME_WITH_PREFIX = FD 0F
B_DEF_NAME_WITH_PREFIX = FD 10 B_DEF_NAME_WITH_PREFIX = FD 10
B_EFF_NAME_WITH_PREFIX = FD 11 @ EFF = short for gEffectBattler B_EFF_NAME_WITH_PREFIX = FD 11 @ EFF = short for gEffectBattler
B_SELECTION_NAME_WITH_PREFIX = FD 12 @ FD 12 - preiously gActiveBattler with prefix
B_SCR_ACTIVE_NAME_WITH_PREFIX = FD 13 B_SCR_ACTIVE_NAME_WITH_PREFIX = FD 13
B_CURRENT_MOVE = FD 14 B_CURRENT_MOVE = FD 14
B_LAST_MOVE = FD 15 B_LAST_MOVE = FD 15
@ -409,8 +409,8 @@ B_ATK_TEAM2 = FD 38
B_DEF_NAME = FD 39 B_DEF_NAME = FD 39
B_DEF_TEAM1 = FD 3A B_DEF_TEAM1 = FD 3A
B_DEF_TEAM2 = FD 3B B_DEF_TEAM2 = FD 3B
B_SELECTION_NAME = FD 3C @ FD 3C - preiously gActiveBattler
B_SELECTION_NAME2 = FD 3D @ no Illusion check @ FD 3D - preiously gActiveBattler without Illusion Check
@ indicates the end of a town/city name (before " TOWN" or " CITY") @ indicates the end of a town/city name (before " TOWN" or " CITY")
NAME_END = FC 00 NAME_END = FC 00

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@ -926,7 +926,6 @@ extern u8 gBattleTerrain;
extern u32 gUnusedFirstBattleVar1; extern u32 gUnusedFirstBattleVar1;
extern u8 *gBattleAnimBgTileBuffer; extern u8 *gBattleAnimBgTileBuffer;
extern u8 *gBattleAnimBgTilemapBuffer; extern u8 *gBattleAnimBgTilemapBuffer;
extern u8 gSelectionBattler;
extern u32 gBattleControllerExecFlags; extern u32 gBattleControllerExecFlags;
extern u8 gBattlersCount; extern u8 gBattlersCount;
extern u16 gBattlerPartyIndexes[MAX_BATTLERS_COUNT]; extern u16 gBattlerPartyIndexes[MAX_BATTLERS_COUNT];

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@ -27,7 +27,7 @@
#define B_TXT_ATK_NAME_WITH_PREFIX 0xF #define B_TXT_ATK_NAME_WITH_PREFIX 0xF
#define B_TXT_DEF_NAME_WITH_PREFIX 0x10 #define B_TXT_DEF_NAME_WITH_PREFIX 0x10
#define B_TXT_EFF_NAME_WITH_PREFIX 0x11 // EFF = short for gEffectBank #define B_TXT_EFF_NAME_WITH_PREFIX 0x11 // EFF = short for gEffectBank
#define B_TXT_SELECTION_NAME_WITH_PREFIX 0x12 // #define B_TXT_ACTIVE_NAME_WITH_PREFIX 0x12 - removed
#define B_TXT_SCR_ACTIVE_NAME_WITH_PREFIX 0x13 #define B_TXT_SCR_ACTIVE_NAME_WITH_PREFIX 0x13
#define B_TXT_CURRENT_MOVE 0x14 #define B_TXT_CURRENT_MOVE 0x14
#define B_TXT_LAST_MOVE 0x15 #define B_TXT_LAST_MOVE 0x15
@ -69,8 +69,8 @@
#define B_TXT_DEF_NAME 0x39 #define B_TXT_DEF_NAME 0x39
#define B_TXT_DEF_TEAM1 0x3A // Your/The opposing #define B_TXT_DEF_TEAM1 0x3A // Your/The opposing
#define B_TXT_DEF_TEAM2 0x3B // your/the opposing #define B_TXT_DEF_TEAM2 0x3B // your/the opposing
#define B_TXT_SELECTION_NAME 0x3C // #define B_TXT_SELECTION_NAME 0x3C - removed
#define B_TXT_SELECTION_NAME2 0x3D // no Illusion check // #define B_TXT_SELECTION_NAME2 0x3D no Illusion check - removed
// for B_TXT_BUFF1, B_TXT_BUFF2 and B_TXT_BUFF3 // for B_TXT_BUFF1, B_TXT_BUFF2 and B_TXT_BUFF3

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@ -1906,7 +1906,7 @@ static void PlayerHandleChooseAction(u32 battler)
TryRestoreLastUsedBall(); TryRestoreLastUsedBall();
ActionSelectionCreateCursorAt(gActionSelectionCursor[battler], 0); ActionSelectionCreateCursorAt(gActionSelectionCursor[battler], 0);
gSelectionBattler = battler; PREPARE_MON_NICK_BUFFER(gBattleTextBuff1, battler, gBattlerPartyIndexes[battler]);
BattleStringExpandPlaceholdersToDisplayedString(gText_WhatWillPkmnDo); BattleStringExpandPlaceholdersToDisplayedString(gText_WhatWillPkmnDo);
BattlePutTextOnWindow(gDisplayedStringBattle, B_WIN_ACTION_PROMPT); BattlePutTextOnWindow(gDisplayedStringBattle, B_WIN_ACTION_PROMPT);
} }

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@ -151,7 +151,6 @@ EWRAM_DATA struct MultiPartnerMenuPokemon gMultiPartnerParty[MULTI_PARTY_SIZE] =
EWRAM_DATA static struct MultiPartnerMenuPokemon* sMultiPartnerPartyBuffer = NULL; EWRAM_DATA static struct MultiPartnerMenuPokemon* sMultiPartnerPartyBuffer = NULL;
EWRAM_DATA u8 *gBattleAnimBgTileBuffer = NULL; EWRAM_DATA u8 *gBattleAnimBgTileBuffer = NULL;
EWRAM_DATA u8 *gBattleAnimBgTilemapBuffer = NULL; EWRAM_DATA u8 *gBattleAnimBgTilemapBuffer = NULL;
EWRAM_DATA u8 gSelectionBattler = 0;
EWRAM_DATA u32 gBattleControllerExecFlags = 0; EWRAM_DATA u32 gBattleControllerExecFlags = 0;
EWRAM_DATA u8 gBattlersCount = 0; EWRAM_DATA u8 gBattlersCount = 0;
EWRAM_DATA u16 gBattlerPartyIndexes[MAX_BATTLERS_COUNT] = {0}; EWRAM_DATA u16 gBattlerPartyIndexes[MAX_BATTLERS_COUNT] = {0};
@ -4087,7 +4086,6 @@ static void HandleTurnActionSelectionState(void)
} }
break; break;
case STATE_BEFORE_ACTION_CHOSEN: // Choose an action. case STATE_BEFORE_ACTION_CHOSEN: // Choose an action.
gSelectionBattler = battler;
*(gBattleStruct->monToSwitchIntoId + battler) = PARTY_SIZE; *(gBattleStruct->monToSwitchIntoId + battler) = PARTY_SIZE;
if (gBattleTypeFlags & BATTLE_TYPE_MULTI if (gBattleTypeFlags & BATTLE_TYPE_MULTI
|| (position & BIT_FLANK) == B_FLANK_LEFT || (position & BIT_FLANK) == B_FLANK_LEFT

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@ -271,12 +271,12 @@ static const u8 sText_PkmnLostFocus[] = _("{B_ATK_NAME_WITH_PREFIX} lost its\nfo
static const u8 sText_PkmnWasDraggedOut[] = _("{B_DEF_NAME_WITH_PREFIX} was\ndragged out!\p"); static const u8 sText_PkmnWasDraggedOut[] = _("{B_DEF_NAME_WITH_PREFIX} was\ndragged out!\p");
static const u8 sText_TheWallShattered[] = _("The wall shattered!"); static const u8 sText_TheWallShattered[] = _("The wall shattered!");
static const u8 sText_ButNoEffect[] = _("But it had no effect!"); static const u8 sText_ButNoEffect[] = _("But it had no effect!");
static const u8 sText_PkmnHasNoMovesLeft[] = _("{B_SELECTION_NAME_WITH_PREFIX} has no\nmoves left!\p"); static const u8 sText_PkmnHasNoMovesLeft[] = _("{B_ATK_NAME_WITH_PREFIX} has no\nmoves left!\p");
static const u8 sText_PkmnMoveIsDisabled[] = _("{B_SELECTION_NAME_WITH_PREFIX}'s {B_CURRENT_MOVE}\nis disabled!\p"); static const u8 sText_PkmnMoveIsDisabled[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_CURRENT_MOVE}\nis disabled!\p");
static const u8 sText_PkmnCantUseMoveTorment[] = _("{B_SELECTION_NAME_WITH_PREFIX} can't use the same\nmove in a row due to the Torment!\p"); static const u8 sText_PkmnCantUseMoveTorment[] = _("{B_ATK_NAME_WITH_PREFIX} can't use the same\nmove in a row due to the Torment!\p");
static const u8 sText_PkmnCantUseMoveTaunt[] = _("{B_SELECTION_NAME_WITH_PREFIX} can't use\n{B_CURRENT_MOVE} after the Taunt!\p"); static const u8 sText_PkmnCantUseMoveTaunt[] = _("{B_ATK_NAME_WITH_PREFIX} can't use\n{B_CURRENT_MOVE} after the Taunt!\p");
static const u8 sText_PkmnCantUseMoveSealed[] = _("{B_SELECTION_NAME_WITH_PREFIX} can't use the\nsealed {B_CURRENT_MOVE}!\p"); static const u8 sText_PkmnCantUseMoveSealed[] = _("{B_ATK_NAME_WITH_PREFIX} can't use the\nsealed {B_CURRENT_MOVE}!\p");
static const u8 sText_PkmnCantUseMoveThroatChop[] = _("{B_SELECTION_NAME_WITH_PREFIX} can't use\n{B_CURRENT_MOVE} due to Throat Chop!\p"); static const u8 sText_PkmnCantUseMoveThroatChop[] = _("{B_ATK_NAME_WITH_PREFIX} can't use\n{B_CURRENT_MOVE} due to Throat Chop!\p");
static const u8 sText_PkmnMadeItRain[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nmade it rain!"); static const u8 sText_PkmnMadeItRain[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nmade it rain!");
static const u8 sText_PkmnRaisedSpeed[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nraised its SPEED!"); static const u8 sText_PkmnRaisedSpeed[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nraised its SPEED!");
static const u8 sText_PkmnProtectedBy[] = _("{B_DEF_NAME_WITH_PREFIX} was protected\nby {B_DEF_ABILITY}!"); static const u8 sText_PkmnProtectedBy[] = _("{B_DEF_NAME_WITH_PREFIX} was protected\nby {B_DEF_ABILITY}!");
@ -1951,7 +1951,7 @@ const u8 gText_PkmnIsEvolving[] = _("What?\n{STR_VAR_1} is evolving!");
const u8 gText_CongratsPkmnEvolved[] = _("Congratulations! Your {STR_VAR_1}\nevolved into {STR_VAR_2}!{WAIT_SE}\p"); const u8 gText_CongratsPkmnEvolved[] = _("Congratulations! Your {STR_VAR_1}\nevolved into {STR_VAR_2}!{WAIT_SE}\p");
const u8 gText_PkmnStoppedEvolving[] = _("Huh? {STR_VAR_1}\nstopped evolving!\p"); const u8 gText_PkmnStoppedEvolving[] = _("Huh? {STR_VAR_1}\nstopped evolving!\p");
const u8 gText_EllipsisQuestionMark[] = _("……?\p"); const u8 gText_EllipsisQuestionMark[] = _("……?\p");
const u8 gText_WhatWillPkmnDo[] = _("What will\n{B_SELECTION_NAME2} do?"); const u8 gText_WhatWillPkmnDo[] = _("What will\n{B_BUFF1} do?");
const u8 gText_WhatWillPkmnDo2[] = _("What will\n{B_PLAYER_NAME} do?"); const u8 gText_WhatWillPkmnDo2[] = _("What will\n{B_PLAYER_NAME} do?");
const u8 gText_WhatWillWallyDo[] = _("What will\nWALLY do?"); const u8 gText_WhatWillWallyDo[] = _("What will\nWALLY do?");
const u8 gText_LinkStandby[] = _("{PAUSE 16}Link standby…"); const u8 gText_LinkStandby[] = _("{PAUSE 16}Link standby…");
@ -3257,24 +3257,9 @@ u32 BattleStringExpandPlaceholders(const u8 *src, u8 *dst)
GetBattlerNick(gBattlerTarget, text); GetBattlerNick(gBattlerTarget, text);
toCpy = text; toCpy = text;
break; break;
case B_TXT_SELECTION_NAME: // selection name
GetBattlerNick(gSelectionBattler, text);
toCpy = text;
break;
case B_TXT_SELECTION_NAME2: // selection battler name with prefix, no illusion
if (GetBattlerSide(gSelectionBattler) == B_SIDE_PLAYER)
GetMonData(&gPlayerParty[gBattlerPartyIndexes[gSelectionBattler]], MON_DATA_NICKNAME, text);
else
GetMonData(&gEnemyParty[gBattlerPartyIndexes[gSelectionBattler]], MON_DATA_NICKNAME, text);
StringGet_Nickname(text);
toCpy = text;
break;
case B_TXT_EFF_NAME_WITH_PREFIX: // effect battler name with prefix case B_TXT_EFF_NAME_WITH_PREFIX: // effect battler name with prefix
HANDLE_NICKNAME_STRING_CASE(gEffectBattler) HANDLE_NICKNAME_STRING_CASE(gEffectBattler)
break; break;
case B_TXT_SELECTION_NAME_WITH_PREFIX: // selection battler name with prefix
HANDLE_NICKNAME_STRING_CASE(gSelectionBattler)
break;
case B_TXT_SCR_ACTIVE_NAME_WITH_PREFIX: // scripting active battler name with prefix case B_TXT_SCR_ACTIVE_NAME_WITH_PREFIX: // scripting active battler name with prefix
HANDLE_NICKNAME_STRING_CASE(gBattleScripting.battler) HANDLE_NICKNAME_STRING_CASE(gBattleScripting.battler)
break; break;