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https://github.com/Ninjdai1/pokeemerald.git
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1cb659df8c
- Determined how the various script contexts were used and renamed accordingly. - ScriptContext2_Enable/Disable => Lock/UnlockPlayerFieldControls - The sole purpose of the flag is to make sure the player can't move around in the overworld. It has nothing to do with script contexts. - ScriptContext1 => ScriptContext - It is the global script context used to set up scripts which run over many frames. - ScriptContext2_RunNewScript => RunScriptImmediately - ScriptContext2's sole purpose was to run scripts immediately and in a separate context, usually while the global context is waiting for things like map loads or screen changes.
31 lines
1.3 KiB
C
31 lines
1.3 KiB
C
#ifndef GUARD_SECRET_BASE_H
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#define GUARD_SECRET_BASE_H
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void HideSecretBaseDecorationSprites(void);
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void CopyCurSecretBaseOwnerName_StrVar1(void);
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void ClearJapaneseSecretBases(struct SecretBase *dest);
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void SetPlayerSecretBaseParty(void);
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u8 *GetSecretBaseMapName(u8 *dest);
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const u8 *GetSecretBaseTrainerLoseText(void);
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void SetOccupiedSecretBaseEntranceMetatiles(struct MapEvents const *events);
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void InitSecretBaseAppearance(bool8 hidePC);
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bool8 CurMapIsSecretBase(void);
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void SecretBasePerStepCallback(u8 taskId);
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bool8 TrySetCurSecretBase(void);
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void CheckInteractedWithFriendsPosterDecor(void);
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void CheckInteractedWithFriendsFurnitureBottom(void);
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void CheckInteractedWithFriendsFurnitureMiddle(void);
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void CheckInteractedWithFriendsFurnitureTop(void);
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void WarpIntoSecretBase(const struct MapPosition *position, const struct MapEvents *events);
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bool8 SecretBaseMapPopupEnabled(void);
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void CheckLeftFriendsSecretBase(void);
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void ClearSecretBases(void);
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void SetCurSecretBaseIdFromPosition(const struct MapPosition *position, const struct MapEvents *events);
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void TrySetCurSecretBaseIndex(void);
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void CheckPlayerHasSecretBase(void);
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void ToggleSecretBaseEntranceMetatile(void);
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void ScriptContext_Enable(void);
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void ReceiveSecretBasesData(void *records, size_t recordSize, u8 linkIdx);
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#endif //GUARD_SECRET_BASE_H
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