Fixed follower behavior when seen by trainers.
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65515f58a6
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92b76a98cb
2 changed files with 13 additions and 1 deletions
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@ -97,6 +97,7 @@ struct Pokemon * GetFirstLiveMon(void);
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void UpdateFollowingPokemon(void);
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void UpdateFollowingPokemon(void);
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void RemoveFollowingPokemon(void);
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void RemoveFollowingPokemon(void);
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struct ObjectEvent * GetFollowerObject(void);
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struct ObjectEvent * GetFollowerObject(void);
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u8 GetDirectionToFace(s16, s16, s16, s16);
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void TrySpawnObjectEvents(s16, s16);
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void TrySpawnObjectEvents(s16, s16);
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u8 CreateObjectSprite(u8 graphicsId, u8 a1, s16 x, s16 y, u8 z, u8 direction);
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u8 CreateObjectSprite(u8 graphicsId, u8 a1, s16 x, s16 y, u8 z, u8 direction);
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u8 AddPseudoObjectEvent(u16, void (*)(struct Sprite *), s16 x, s16 y, u8 subpriority);
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u8 AddPseudoObjectEvent(u16, void (*)(struct Sprite *), s16 x, s16 y, u8 subpriority);
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@ -462,12 +462,23 @@ static bool8 TrainerSeeIdle(u8 taskId, struct Task *task, struct ObjectEvent *tr
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static bool8 TrainerExclamationMark(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
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static bool8 TrainerExclamationMark(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
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{
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{
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u8 direction;
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u8 direction;
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struct ObjectEvent *followerObj = GetFollowerObject();
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ObjectEventGetLocalIdAndMap(trainerObj, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]);
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ObjectEventGetLocalIdAndMap(trainerObj, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]);
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FieldEffectStart(FLDEFF_EXCLAMATION_MARK_ICON);
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FieldEffectStart(FLDEFF_EXCLAMATION_MARK_ICON);
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direction = GetFaceDirectionMovementAction(trainerObj->facingDirection);
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direction = GetFaceDirectionMovementAction(trainerObj->facingDirection);
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ObjectEventSetHeldMovement(trainerObj, direction);
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ObjectEventSetHeldMovement(trainerObj, direction);
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task->tFuncId++; // TRSEE_EXCLAMATION_WAIT
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if (followerObj) {
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struct ObjectEvent *playerObj = &gObjectEvents[gPlayerAvatar.objectEventId];
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s16 x = playerObj->currentCoords.x;
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s16 y = playerObj->currentCoords.y;
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// Move back player's location by facing direction
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MoveCoords(GetOppositeDirection(playerObj->facingDirection), &x, &y);
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direction = GetDirectionToFace(followerObj->previousCoords.x, followerObj->previousCoords.y, x, y);
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followerObj->singleMovementActive = FALSE;
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ObjectEventSetHeldMovement(followerObj, GetWalkNormalMovementAction(direction));
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}
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task->tFuncId++;
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return TRUE;
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return TRUE;
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}
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}
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