Merge branch 'romhack' into lighting
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commit
1834e487b9
1 changed files with 3 additions and 6 deletions
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@ -4862,13 +4862,13 @@ bool8 MovementType_FollowPlayer_Shadow(struct ObjectEvent *objectEvent, struct S
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objectEvent->triggerGroundEffectsOnMove = FALSE; // Stop endless reflection spawning
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return FALSE;
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}
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sprite->data[1] = 1; // Enter idle state
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sprite->data[1] = 1; // Enter active state; if the player moves the follower will appear
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return TRUE;
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}
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bool8 MovementType_FollowPlayer_Active(struct ObjectEvent *objectEvent, struct Sprite *sprite)
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{
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if (gObjectEvents[gPlayerAvatar.objectEventId].movementActionId == 0xFF || gPlayerAvatar.tileTransitionState == T_TILE_CENTER) { // do nothing if player is stationary
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if (gPlayerAvatar.tileTransitionState == T_NOT_MOVING && !gObjectEvents[gPlayerAvatar.objectEventId].heldMovementActive ) { // do nothing if player is stationary
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return FALSE;
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} else if (!IsFollowerVisible()) {
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if (objectEvent->invisible) { // Return to shadowing state
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@ -4889,8 +4889,7 @@ bool8 MovementType_FollowPlayer_Active(struct ObjectEvent *objectEvent, struct S
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bool8 MovementType_FollowPlayer_Moving(struct ObjectEvent *objectEvent, struct Sprite *sprite)
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{
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// TODO: This check for 0xFF fixes a crash on Route 111, why?
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if (objectEvent->movementActionId == 0xFF || ObjectEventExecSingleMovementAction(objectEvent, sprite))
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if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
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{
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objectEvent->singleMovementActive = 0;
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if (sprite->data[1]) { // restore nonzero state
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@ -4921,8 +4920,6 @@ bool8 FollowablePlayerMovement_Step(struct ObjectEvent *objectEvent, struct Spri
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s16 y;
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s16 targetX;
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s16 targetY;
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u32 *debugPtr = (u32*) 0x0203d000;
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*(debugPtr) = (u32) &sprite->data[0];
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targetX = gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.x;
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targetY = gObjectEvents[gPlayerAvatar.objectEventId].previousCoords.y;
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