Apply suggestions from code review

Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
This commit is contained in:
hedara90 2025-02-13 10:23:06 +01:00 committed by GitHub
parent a859f40e37
commit 7d1bbf62e1
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GPG Key ID: B5690EEEBB952194
4 changed files with 19 additions and 23 deletions

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@ -2440,9 +2440,7 @@
.2byte \dest
.endm
@ hide any follower pokemon if present,
@ putting them into their pokeball;
@ by default waits for their movement to finish
@ Hides any follower Pokémon if present, putting them into their Poké Ball; by default waits for their movement to finish.
.macro hidefollower wait=1
callnative ScrFunc_hidefollower
.2byte \wait

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@ -1928,8 +1928,8 @@ struct Pokemon *GetFirstLiveMon(void)
{
struct Pokemon *mon = &gPlayerParty[i];
if ((OW_MON_ALLOWED_SPECIES && GetMonData(mon, MON_DATA_SPECIES_OR_EGG) != VarGet(OW_MON_ALLOWED_SPECIES))
|| (OW_MON_ALLOWED_MET_LVL && GetMonData(mon, MON_DATA_MET_LEVEL) != VarGet(OW_MON_ALLOWED_MET_LVL))
|| (OW_MON_ALLOWED_MET_LOC && GetMonData(mon, MON_DATA_MET_LOCATION) != VarGet(OW_MON_ALLOWED_MET_LOC)))
|| (OW_MON_ALLOWED_MET_LVL && GetMonData(mon, MON_DATA_MET_LEVEL) != VarGet(OW_MON_ALLOWED_MET_LVL))
|| (OW_MON_ALLOWED_MET_LOC && GetMonData(mon, MON_DATA_MET_LOCATION) != VarGet(OW_MON_ALLOWED_MET_LOC)))
{
continue;
}
@ -5514,7 +5514,7 @@ bool8 FollowablePlayerMovement_Step(struct ObjectEvent *objectEvent, struct Spri
// During a script, if player sidesteps or backsteps,
// mirror player's direction instead
if (ArePlayerFieldControlsLocked()
&& gObjectEvents[gPlayerAvatar.objectEventId].facingDirection != gObjectEvents[gPlayerAvatar.objectEventId].movementDirection)
&& gObjectEvents[gPlayerAvatar.objectEventId].facingDirection != gObjectEvents[gPlayerAvatar.objectEventId].movementDirection)
{
direction = gObjectEvents[gPlayerAvatar.objectEventId].movementDirection;
objectEvent->facingDirectionLocked = TRUE;
@ -6412,9 +6412,9 @@ bool8 ObjectEventSetHeldMovement(struct ObjectEvent *objectEvent, u8 movementAct
// When player is moved via script, set copyable movement
// for any followers via a lookup table
if (ArePlayerFieldControlsLocked() &&
objectEvent->isPlayer &&
FlagGet(FLAG_SAFE_FOLLOWER_MOVEMENT))
if (ArePlayerFieldControlsLocked()
&& objectEvent->isPlayer
&& FlagGet(FLAG_SAFE_FOLLOWER_MOVEMENT))
{
objectEvent->playerCopyableMovement = sActionIdToCopyableMovement[objectEvent->movementActionId];
}
@ -6445,9 +6445,9 @@ void ObjectEventClearHeldMovement(struct ObjectEvent *objectEvent)
// When player is moved via script, set copyable movement
// for any followers via a lookup table
if (ArePlayerFieldControlsLocked() &&
objectEvent->isPlayer &&
FlagGet(FLAG_SAFE_FOLLOWER_MOVEMENT))
if (ArePlayerFieldControlsLocked()
&& objectEvent->isPlayer
&& FlagGet(FLAG_SAFE_FOLLOWER_MOVEMENT))
{
objectEvent->playerCopyableMovement = sActionIdToCopyableMovement[objectEvent->movementActionId];
}

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@ -998,7 +998,7 @@ bool8 ScrCmd_fadeinbgm(struct ScriptContext *ctx)
return FALSE;
}
struct ObjectEvent * ScriptHideFollower(void)
struct ObjectEvent *ScriptHideFollower(void)
{
struct ObjectEvent *obj = GetFollowerObject();
@ -1030,9 +1030,9 @@ bool8 ScrCmd_applymovement(struct ScriptContext *ctx)
gObjectEvents[GetObjectEventIdByLocalId(localId)].directionOverwrite = DIR_NONE;
ScriptMovement_StartObjectMovementScript(localId, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, movementScript);
sMovingNpcId = localId;
if (localId != OBJ_EVENT_ID_FOLLOWER &&
!FlagGet(FLAG_SAFE_FOLLOWER_MOVEMENT)
&& (movementScript < Common_Movement_FollowerSafeStart || movementScript > Common_Movement_FollowerSafeEnd))
if (localId != OBJ_EVENT_ID_FOLLOWER
&& !FlagGet(FLAG_SAFE_FOLLOWER_MOVEMENT)
&& (movementScript < Common_Movement_FollowerSafeStart || movementScript > Common_Movement_FollowerSafeEnd))
{
ScriptHideFollower();
}

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@ -215,19 +215,17 @@ static void ScriptMovement_TakeStep(u8 taskId, u8 moveScrId, u8 objEventId, cons
u8 nextMoveActionId;
struct ObjectEvent *obj = &gObjectEvents[objEventId];
if (ObjectEventIsHeldMovementActive(obj) &&
!ObjectEventClearHeldMovementIfFinished(obj))
if (ObjectEventIsHeldMovementActive(obj) && !ObjectEventClearHeldMovementIfFinished(obj))
{
// If, while undergoing scripted movement,
// a non-player object collides with an active follower pokemon,
// put that follower into a pokeball
// (sTimer helps limit this expensive check to once per step)
if (OW_FOLLOWERS_SCRIPT_MOVEMENT &&
gSprites[obj->spriteId].sTimer == 1 &&
(objEventId = GetObjectObjectCollidesWith(obj, 0, 0, TRUE)) < OBJECT_EVENTS_COUNT &&
if (OW_FOLLOWERS_SCRIPT_MOVEMENT && gSprites[obj->spriteId].sTimer == 1
&& (objEventId = GetObjectObjectCollidesWith(obj, 0, 0, TRUE)) < OBJECT_EVENTS_COUNT
// switch `obj` to follower
((obj = &gObjectEvents[objEventId])->movementType == MOVEMENT_TYPE_FOLLOW_PLAYER) &&
gSprites[obj->spriteId].sTypeFuncId != 0)
&& ((obj = &gObjectEvents[objEventId])->movementType == MOVEMENT_TYPE_FOLLOW_PLAYER)
&& gSprites[obj->spriteId].sTypeFuncId != 0)
{
ClearObjectEventMovement(obj, &gSprites[obj->spriteId]);
ScriptMovement_StartObjectMovementScript(obj->localId, obj->mapNum, obj->mapGroup, EnterPokeballMovement);