Updated FOLLOWER_SAFE_MOVEMENT logic.

This commit is contained in:
Ariel A 2022-06-21 22:03:37 -04:00
parent 87140b9352
commit e60a0b161c

View File

@ -105,6 +105,7 @@ bool8 ScrCmd_nop1(struct ScriptContext *ctx)
bool8 ScrCmd_end(struct ScriptContext *ctx)
{
FlagClear(FLAG_SAFE_FOLLOWER_MOVEMENT);
StopScript(ctx);
return FALSE;
}
@ -295,6 +296,7 @@ bool8 ScrCmd_returnram(struct ScriptContext *ctx)
bool8 ScrCmd_endram(struct ScriptContext *ctx)
{
FlagClear(FLAG_SAFE_FOLLOWER_MOVEMENT);
ClearRamScript();
StopScript(ctx);
return TRUE;
@ -1270,7 +1272,6 @@ bool8 ScrCmd_releaseall(struct ScriptContext *ctx)
{
u8 playerObjectId;
struct ObjectEvent *followerObject = GetFollowerObject();
FlagClear(FLAG_SAFE_FOLLOWER_MOVEMENT);
// Release follower from movement iff it exists and is in the shadowing state
if (followerObject && gSprites[followerObject->spriteId].data[1] == 0)
ClearObjectEventMovement(followerObject, &gSprites[followerObject->spriteId]);
@ -1287,7 +1288,6 @@ bool8 ScrCmd_release(struct ScriptContext *ctx)
{
u8 playerObjectId;
struct ObjectEvent *followerObject = GetFollowerObject();
FlagClear(FLAG_SAFE_FOLLOWER_MOVEMENT);
// Release follower from movement iff it exists and is in the shadowing state
if (followerObject && gSprites[followerObject->spriteId].data[1] == 0)
ClearObjectEventMovement(followerObject, &gSprites[followerObject->spriteId]);