Fix Typos and capitalization

This commit is contained in:
PokeCodec 2020-09-02 22:40:15 -04:00
parent 3a2a2b6ba9
commit e8f2298498

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@ -252,8 +252,8 @@ struct SlotMachine
/*0x0E*/ s16 payout;
/*0x10*/ s16 netCoinLoss; // coins lost to machine (but never goes below 0)
/*0x12*/ s16 bet;
/*0x14*/ s16 reeltimePixelOffset;
/*0x16*/ s16 reeltimePosition;
/*0x14*/ s16 reelTimePixelOffset;
/*0x16*/ s16 reelTimePosition;
/*0x18*/ s16 currReel;
/*0x1A*/ s16 reelIncrement; // speed of reel
/*0x1C*/ s16 reelPixelOffsets[NUM_REELS];
@ -584,7 +584,7 @@ static const u16 *const sDigitalDisplay_Pal;
static const s16 sInitialReelPositions[NUM_REELS][2];
static const u8 sLuckyFlagProbabilities_Top3[][6];
static const u8 sLuckyFlagProbabilities_NotTop3[][6];
static const u8 sReeltimeProbabilities_UnluckyGame[][17];
static const u8 sReelTimeProbabilities_UnluckyGame[][17];
static const u8 sReelTimeProbabilities_LuckyGame[][17];
static const u8 sSymToMatch[];
static const u8 sReelTimeTags[];
@ -682,7 +682,7 @@ static const struct WindowTemplate sWindowTemplate_InfoBox =
.baseBlock = 1
};
static const u8 sColors_ReeltimeHelp[] = {TEXT_COLOR_LIGHT_GREY, TEXT_COLOR_WHITE, TEXT_COLOR_DARK_GREY};
static const u8 sColors_ReelTimeHelp[] = {TEXT_COLOR_LIGHT_GREY, TEXT_COLOR_WHITE, TEXT_COLOR_DARK_GREY};
static bool8 (*const sSlotActions[])(struct Task *task) =
{
@ -1744,13 +1744,13 @@ static u8 AttemptsAtLuckyFlags_NotTop3(void)
static u8 GetReelTimeProbability(u8 reelTimeDraw)
{
if (sSlotMachine->luckyGame == FALSE)
return sReeltimeProbabilities_UnluckyGame[reelTimeDraw][sSlotMachine->pikaPower];
else
return sReelTimeProbabilities_LuckyGame[reelTimeDraw][sSlotMachine->pikaPower];
if (!sSlotMachine->luckyGame)
return sReelTimeProbabilities_UnluckyGame[reelTimeDraw][sSlotMachine->pikaPower];
return sReelTimeProbabilities_LuckyGame[reelTimeDraw][sSlotMachine->pikaPower];
}
static void GetReeltimeDraw(void)
static void GetReelTimeDraw(void)
{
u8 rval;
s16 reelTimeDraw;
@ -1773,15 +1773,13 @@ static bool8 ShouldReelTimeMachineExplode(u16 i)
u16 rval = Random() & 0xff;
if (rval < sReelTimeExplodeProbability[i])
return TRUE;
else
return FALSE;
return FALSE;
}
static u16 SlowReelSpeed(void)
{
u8 i = 0;
u8 rval;
u8 value;
u8 rval, value;
if (sSlotMachine->netCoinLoss >= 300)
i = 4;
else if (sSlotMachine->netCoinLoss >= 250)
@ -1911,8 +1909,7 @@ static bool8 IsFinalTask_RunAwardPayoutActions(void)
{
if (FindTaskIdByFunc(RunAwardPayoutActions) == TAIL_SENTINEL)
return TRUE;
else
return FALSE;
return FALSE;
}
static void RunAwardPayoutActions(u8 taskId)
@ -2000,7 +1997,7 @@ static u8 GetTag(u8 reel, s16 offset)
static u8 GetNearbyReelTimeTag(s16 n)
{
s16 newPosition = (sSlotMachine->reeltimePosition + n) % 6;
s16 newPosition = (sSlotMachine->reelTimePosition + n) % 6;
if (newPosition < 0)
newPosition += 6;
return sReelTimeTags[newPosition];
@ -2026,22 +2023,22 @@ s16 AdvanceSlotReelToNextTag(u8 reelIndex, s16 value)
return offset;
}
static void AdvanceReeltimeReel(s16 value)
static void AdvanceReelTimeReel(s16 value)
{
sSlotMachine->reeltimePixelOffset += value;
sSlotMachine->reeltimePixelOffset %= 120;
sSlotMachine->reeltimePosition = 6 - sSlotMachine->reeltimePixelOffset / 20;
sSlotMachine->reelTimePixelOffset += value;
sSlotMachine->reelTimePixelOffset %= 120;
sSlotMachine->reelTimePosition = 6 - sSlotMachine->reelTimePixelOffset / 20;
}
s16 AdvanceReeltimeReelToNextTag(s16 value)
s16 AdvanceReelTimeReelToNextTag(s16 value)
{
s16 offset = sSlotMachine->reeltimePixelOffset % 20;
s16 offset = sSlotMachine->reelTimePixelOffset % 20;
if (offset != 0)
{
if (offset < value)
value = offset;
AdvanceReeltimeReel(value);
offset = sSlotMachine->reeltimePixelOffset % 20;
AdvanceReelTimeReel(value);
offset = sSlotMachine->reelTimePixelOffset % 20;
}
return offset;
}
@ -3080,8 +3077,8 @@ static void Task_ReelTime(u8 taskId)
static void ReelTime_Init(struct Task *task)
{
sSlotMachine->reelTimeSpinsLeft = 0;
sSlotMachine->reeltimePixelOffset = 0;
sSlotMachine->reeltimePosition = 0;
sSlotMachine->reelTimePixelOffset = 0;
sSlotMachine->reelTimePosition = 0;
task->tState++;
task->data[1] = 0;
task->data[2] = 30;
@ -3096,7 +3093,7 @@ static void ReelTime_Init(struct Task *task)
CreateReelTimeNumberSprites();
CreateReelTimeShadowSprites();
CreateReelTimeNumberGapSprite();
GetReeltimeDraw();
GetReelTimeDraw();
StopMapMusic();
PlayNewMapMusic(MUS_ROULETTE);
}
@ -3119,12 +3116,12 @@ static void ReelTime_WindowEnter(struct Task *task)
task->tState++;
task->data[3] = 0;
}
AdvanceReeltimeReel(task->data[4] >> 8);
AdvanceReelTimeReel(task->data[4] >> 8);
}
static void ReelTime_WaitStartPikachu(struct Task *task)
{
AdvanceReeltimeReel(task->data[4] >> 8);
AdvanceReelTimeReel(task->data[4] >> 8);
if (++task->data[5] >= 60)
{
task->tState++;
@ -3144,7 +3141,7 @@ static void ReelTime_PikachuSpeedUp1(struct Task *task)
memcpy(reelTimeBoltDelays, sReelTimeBoltDelays, sizeof(sReelTimeBoltDelays));
memcpy(pikachuAuraFlashDelays, sPikachuAuraFlashDelays, sizeof(sPikachuAuraFlashDelays));
AdvanceReeltimeReel(task->data[4] >> 8);
AdvanceReelTimeReel(task->data[4] >> 8);
// gradually slow down the reel
task->data[4] -= 4;
i = 4 - (task->data[4] >> 8);
@ -3162,7 +3159,7 @@ static void ReelTime_PikachuSpeedUp1(struct Task *task)
static void ReelTime_PikachuSpeedUp2(struct Task *task)
{
AdvanceReeltimeReel(task->data[4] >> 8);
AdvanceReelTimeReel(task->data[4] >> 8);
if (++task->data[5] >= 80)
{
task->tState++;
@ -3174,7 +3171,7 @@ static void ReelTime_PikachuSpeedUp2(struct Task *task)
static void ReelTime_WaitReel(struct Task *task)
{
AdvanceReeltimeReel(task->data[4] >> 8);
AdvanceReelTimeReel(task->data[4] >> 8);
task->data[4] = (u8)task->data[4] + 0x80;
if (++task->data[5] >= 80)
{
@ -3185,7 +3182,7 @@ static void ReelTime_WaitReel(struct Task *task)
static void ReelTime_CheckExplode(struct Task *task)
{
AdvanceReeltimeReel(task->data[4] >> 8);
AdvanceReelTimeReel(task->data[4] >> 8);
task->data[4] = (u8)task->data[4] + 0x40;
if (++task->data[5] >= 40)
{
@ -3209,19 +3206,19 @@ static void ReelTime_CheckExplode(struct Task *task)
static void ReelTime_LandOnOutcome(struct Task *task)
{
s16 reeltimePixelOffset = sSlotMachine->reeltimePixelOffset % 20;
if (reeltimePixelOffset)
s16 reelTimePixelOffset = sSlotMachine->reelTimePixelOffset % 20;
if (reelTimePixelOffset)
{
reeltimePixelOffset = AdvanceReeltimeReelToNextTag(task->data[4] >> 8);
reelTimePixelOffset = AdvanceReelTimeReelToNextTag(task->data[4] >> 8);
task->data[4] = (u8)task->data[4] + 0x40;
}
else if (GetNearbyReelTimeTag(1) != sSlotMachine->reelTimeDraw)
{
AdvanceReeltimeReel(task->data[4] >> 8);
reeltimePixelOffset = sSlotMachine->reeltimePixelOffset % 20;
AdvanceReelTimeReel(task->data[4] >> 8);
reelTimePixelOffset = sSlotMachine->reelTimePixelOffset % 20;
task->data[4] = (u8)task->data[4] + 0x40;
}
if (reeltimePixelOffset == 0 && GetNearbyReelTimeTag(1) == sSlotMachine->reelTimeDraw)
if (reelTimePixelOffset == 0 && GetNearbyReelTimeTag(1) == sSlotMachine->reelTimeDraw)
{
task->data[4] = 0; // stop moving
task->tState++;
@ -3444,7 +3441,7 @@ static void InfoBox_DrawWindow(struct Task *task)
static void InfoBox_AddText(struct Task *task)
{
AddTextPrinterParameterized3(1, 1, 2, 5, sColors_ReeltimeHelp, 0, gText_ReelTimeHelp);
AddTextPrinterParameterized3(1, 1, 2, 5, sColors_ReelTimeHelp, 0, gText_ReelTimeHelp);
CopyWindowToVram(1, 3);
BeginNormalPaletteFade(0xFFFFFFFF, 0, 16, 0, RGB(0, 0, 0));
task->tState++;
@ -3774,7 +3771,7 @@ static void CreateReelTimeNumberSprites(void)
static void SpriteCB_ReelTimeNumbers(struct Sprite *sprite)
{
s16 r0 = (u16)(sSlotMachine->reeltimePixelOffset + sprite->data[7]);
s16 r0 = (u16)(sSlotMachine->reelTimePixelOffset + sprite->data[7]);
r0 %= 40;
sprite->pos1.y = r0 + 59;
StartSpriteAnimIfDifferent(sprite, GetNearbyReelTimeTag(r0 / 20));
@ -4830,7 +4827,7 @@ static const u8 sLuckyFlagProbabilities_NotTop3[][6] = {
{40, 40, 35, 35, 40, 40}
};
static const u8 sReeltimeProbabilities_UnluckyGame[][17] = {
static const u8 sReelTimeProbabilities_UnluckyGame[][17] = {
{243, 243, 243, 80, 80, 80, 80, 40, 40, 40, 40, 40, 40, 5, 5, 5, 5},
{ 5, 5, 5, 150, 150, 150, 150, 130, 130, 130, 130, 130, 130, 100, 100, 100, 5},
{ 4, 4, 4, 20, 20, 20, 20, 80, 80, 80, 80, 80, 80, 100, 100, 100, 40},