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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.
51 lines
1.4 KiB
C
51 lines
1.4 KiB
C
#include "global.h"
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#include "event_data.h"
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#include "event_scripts.h"
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#include "field_effect.h"
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#include "fldeff.h"
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#include "party_menu.h"
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#include "script.h"
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#include "string_util.h"
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#include "task.h"
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#include "constants/event_objects.h"
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#include "constants/field_effects.h"
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// static functions
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static void FieldCallback_Strength(void);
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static void StartStrengthFieldEffect(void);
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// text
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bool8 SetUpFieldMove_Strength(void)
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{
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if (CheckObjectGraphicsInFrontOfPlayer(OBJ_EVENT_GFX_PUSHABLE_BOULDER) == TRUE)
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{
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gSpecialVar_Result = GetCursorSelectionMonId();
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gFieldCallback2 = FieldCallback_PrepareFadeInFromMenu;
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gPostMenuFieldCallback = FieldCallback_Strength;
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return TRUE;
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}
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return FALSE;
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}
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static void FieldCallback_Strength(void)
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{
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gFieldEffectArguments[0] = GetCursorSelectionMonId();
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ScriptContext_SetupScript(EventScript_UseStrength);
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}
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bool8 FldEff_UseStrength(void)
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{
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u8 taskId = CreateFieldMoveTask();
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gTasks[taskId].data[8] = (u32)StartStrengthFieldEffect >> 16;
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gTasks[taskId].data[9] = (u32)StartStrengthFieldEffect;
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GetMonNickname(&gPlayerParty[gFieldEffectArguments[0]], gStringVar1);
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return FALSE;
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}
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// Just passes control back to EventScript_UseStrength
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static void StartStrengthFieldEffect(void)
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{
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FieldEffectActiveListRemove(FLDEFF_USE_STRENGTH);
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ScriptContext_Enable();
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}
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