Improved shadows for Lavaridge, escalator, Escape warps.

This commit is contained in:
Ariel A 2022-08-28 01:39:53 -04:00
parent c704591c8c
commit f7759760e0

View file

@ -1587,6 +1587,7 @@ static bool8 EscalatorWarpOut_WaitForPlayer(struct Task *task)
if (!ObjectEventIsMovementOverridden(objectEvent) || ObjectEventClearHeldMovementIfFinished(objectEvent))
{
ObjectEventSetHeldMovement(objectEvent, GetFaceDirectionMovementAction(GetPlayerFacingDirection()));
objectEvent->noShadow = TRUE; // hide shadow for cleaner movement
task->tState++;
task->data[2] = 0;
task->data[3] = 0;
@ -1708,6 +1709,7 @@ static bool8 EscalatorWarpIn_Init(struct Task *task)
u8 behavior;
CameraObjectReset2();
objectEvent = &gObjectEvents[gPlayerAvatar.objectEventId];
objectEvent->noShadow = TRUE;
ObjectEventSetHeldMovement(objectEvent, GetFaceDirectionMovementAction(DIR_EAST));
PlayerGetDestCoords(&x, &y);
behavior = MapGridGetMetatileBehaviorAt(x, y);
@ -1804,6 +1806,7 @@ static bool8 EscalatorWarpIn_End(struct Task *task)
{
struct ObjectEvent *objectEvent;
objectEvent = &gObjectEvents[gPlayerAvatar.objectEventId];
objectEvent->noShadow = FALSE;
if (ObjectEventClearHeldMovementIfFinished(objectEvent))
{
CameraObjectReset1();
@ -1956,6 +1959,7 @@ static bool8 LavaridgeGymB1FWarpEffect_Init(struct Task *task, struct ObjectEven
SetCameraPanningCallback(NULL);
gPlayerAvatar.preventStep = TRUE;
objectEvent->fixedPriority = 1;
objectEvent->noShadow = TRUE;
task->data[1] = 1;
task->data[0]++;
return TRUE;
@ -2148,6 +2152,7 @@ static bool8 LavaridgeGym1FWarpEffect_Init(struct Task *task, struct ObjectEvent
CameraObjectReset2();
gPlayerAvatar.preventStep = TRUE;
objectEvent->fixedPriority = 1;
objectEvent->noShadow = TRUE;
task->data[0]++;
return FALSE;
}