Merge branch 'romhack' into lighting
This commit is contained in:
commit
090dc6b294
@ -12,10 +12,10 @@
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"allow_running": true,
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"show_map_name": true,
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"battle_scene": "MAP_BATTLE_SCENE_NORMAL",
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"connections": null,
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"connections": 0,
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"object_events": [
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{
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"graphics_id": "OBJ_EVENT_GFX_REGISTEEL",
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"graphics_id": "OBJ_EVENT_GFX_OW_MON",
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"x": 8,
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"y": 7,
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"elevation": 3,
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@ -51,7 +51,9 @@
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"dest_warp_id": 1
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}
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],
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"coord_events": [],
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"coord_events": [
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],
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"bg_events": [
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{
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"type": "sign",
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@ -25,6 +25,7 @@ EventScript_UseCut::
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end
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EventScript_CutTreeDown::
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setflag FLAG_SAFE_FOLLOWER_MOVEMENT
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applymovement VAR_LAST_TALKED, Movement_CutTreeDown
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waitmovement 0
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removeobject VAR_LAST_TALKED
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@ -1,5 +1,6 @@
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#include "global.h"
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#include "event_data.h"
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#include "event_object_movement.h"
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#include "field_camera.h"
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#include "field_effect.h"
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#include "script.h"
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@ -214,6 +215,7 @@ static void DoBrailleRegirockEffect(void)
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PlaySE(SE_BANG);
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FlagSet(FLAG_SYS_REGIROCK_PUZZLE_COMPLETED);
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ScriptContext2_Disable();
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UnfreezeObjectEvents();
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}
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bool8 ShouldDoBrailleRegisteelEffect(void)
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@ -253,6 +255,7 @@ static void DoBrailleRegisteelEffect(void)
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PlaySE(SE_BANG);
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FlagSet(FLAG_SYS_REGISTEEL_PUZZLE_COMPLETED);
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ScriptContext2_Disable();
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UnfreezeObjectEvents();
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}
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// theory: another commented out DoBrailleWait and Task_BrailleWait.
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@ -105,6 +105,7 @@ bool8 ScrCmd_nop1(struct ScriptContext *ctx)
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bool8 ScrCmd_end(struct ScriptContext *ctx)
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{
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FlagClear(FLAG_SAFE_FOLLOWER_MOVEMENT);
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StopScript(ctx);
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return FALSE;
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}
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@ -295,6 +296,7 @@ bool8 ScrCmd_returnram(struct ScriptContext *ctx)
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bool8 ScrCmd_endram(struct ScriptContext *ctx)
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{
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FlagClear(FLAG_SAFE_FOLLOWER_MOVEMENT);
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ClearRamScript();
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StopScript(ctx);
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return TRUE;
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@ -1270,7 +1272,6 @@ bool8 ScrCmd_releaseall(struct ScriptContext *ctx)
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{
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u8 playerObjectId;
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struct ObjectEvent *followerObject = GetFollowerObject();
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FlagClear(FLAG_SAFE_FOLLOWER_MOVEMENT);
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// Release follower from movement iff it exists and is in the shadowing state
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if (followerObject && gSprites[followerObject->spriteId].data[1] == 0)
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ClearObjectEventMovement(followerObject, &gSprites[followerObject->spriteId]);
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@ -1287,7 +1288,6 @@ bool8 ScrCmd_release(struct ScriptContext *ctx)
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{
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u8 playerObjectId;
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struct ObjectEvent *followerObject = GetFollowerObject();
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FlagClear(FLAG_SAFE_FOLLOWER_MOVEMENT);
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// Release follower from movement iff it exists and is in the shadowing state
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if (followerObject && gSprites[followerObject->spriteId].data[1] == 0)
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ClearObjectEventMovement(followerObject, &gSprites[followerObject->spriteId]);
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