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Moving documentation comments per request
from the discord chat.
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@ -31,39 +31,16 @@ void ScriptCall(struct ScriptContext *ctx, const u8 *ptr);
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void ScriptReturn(struct ScriptContext *ctx);
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u16 ScriptReadHalfword(struct ScriptContext *ctx);
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u32 ScriptReadWord(struct ScriptContext *ctx);
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// Formerly ScriptContext2_Enable / Disable / IsEnabled
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void LockPlayerFieldControls(void);
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void UnlockPlayerFieldControls(void);
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bool8 ArePlayerFieldControlsLocked(void);
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// Formerly ScriptContext1_*()
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// The ScriptContext_* functions work with the primary script context,
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// which yields control back to native code should the script make a wait call.
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// Re-initializes the global script context to zero.
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void ScriptContext_Init(void);
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// Checks if the global script context is able to be run right now.
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bool8 ScriptContext_IsEnabled(void);
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// Runs the script until the script makes a wait* call, then returns true if
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// there's more script to run, or false if the script has hit the end.
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// This function also returns false if the context is finished
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// or waiting (after a call to _Stop)
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bool8 ScriptContext_RunScript(void);
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// Sets up a new script in the global context and enables the context
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void ScriptContext_SetupScript(const u8 *ptr);
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// Puts the script into waiting mode; usually called from a wait* script command.
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void ScriptContext_Stop(void);
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// Puts the script into running mode.
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void ScriptContext_Enable(void);
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// Formerly ScriptContext2_RunNewScript()
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// Sets up and runs a script in its own context immediately. The script will be
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// finished when this function returns. Used mainly by all of the map header
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// scripts (except the frame table scripts).
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void RunScriptImmediately(const u8 *ptr);
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u8 *MapHeaderGetScriptTable(u8 tag);
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void MapHeaderRunScriptType(u8 tag);
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u8 *MapHeaderCheckScriptTable(u8 tag);
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15
src/script.c
15
src/script.c
@ -194,6 +194,10 @@ bool8 ArePlayerFieldControlsLocked(void)
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return sLockFieldControls;
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}
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// The ScriptContext_* functions work with the primary script context,
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// which yields control back to native code should the script make a wait call.
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// Checks if the global script context is able to be run right now.
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bool8 ScriptContext_IsEnabled(void)
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{
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if (sGlobalScriptContextStatus == CONTEXT_RUNNING)
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@ -202,12 +206,17 @@ bool8 ScriptContext_IsEnabled(void)
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return FALSE;
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}
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// Re-initializes the global script context to zero.
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void ScriptContext_Init(void)
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{
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InitScriptContext(&sGlobalScriptContext, gScriptCmdTable, gScriptCmdTableEnd);
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sGlobalScriptContextStatus = CONTEXT_SHUTDOWN;
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}
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// Runs the script until the script makes a wait* call, then returns true if
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// there's more script to run, or false if the script has hit the end.
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// This function also returns false if the context is finished
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// or waiting (after a call to _Stop)
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bool8 ScriptContext_RunScript(void)
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{
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if (sGlobalScriptContextStatus == CONTEXT_SHUTDOWN)
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@ -228,6 +237,7 @@ bool8 ScriptContext_RunScript(void)
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return TRUE;
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}
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// Sets up a new script in the global context and enables the context
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void ScriptContext_SetupScript(const u8 *ptr)
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{
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InitScriptContext(&sGlobalScriptContext, gScriptCmdTable, gScriptCmdTableEnd);
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@ -236,17 +246,22 @@ void ScriptContext_SetupScript(const u8 *ptr)
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sGlobalScriptContextStatus = CONTEXT_RUNNING;
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}
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// Puts the script into waiting mode; usually called from a wait* script command.
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void ScriptContext_Stop(void)
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{
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sGlobalScriptContextStatus = CONTEXT_WAITING;
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}
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// Puts the script into running mode.
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void ScriptContext_Enable(void)
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{
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sGlobalScriptContextStatus = CONTEXT_RUNNING;
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LockPlayerFieldControls();
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}
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// Sets up and runs a script in its own context immediately. The script will be
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// finished when this function returns. Used mainly by all of the map header
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// scripts (except the frame table scripts).
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void RunScriptImmediately(const u8 *ptr)
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{
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InitScriptContext(&sImmediateScriptContext, gScriptCmdTable, gScriptCmdTableEnd);
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