Use npc enum when possible

This commit is contained in:
Tal Hayon
2022-01-30 02:23:45 +02:00
parent 40dd696e1d
commit 1c82153294
7 changed files with 17 additions and 16 deletions
+2 -2
View File
@@ -165,7 +165,7 @@ void sub_0806D274(Entity* this) {
this->frameIndex = 2;
this->actionDelay = 8;
SetDefaultPriority(this, PRIO_MESSAGE);
npc = CreateNPC(0x4c, 3, 0);
npc = CreateNPC(BIG_GORON, 3, 0);
if (npc != NULL) {
npc->child = this;
}
@@ -271,7 +271,7 @@ void sub_0806D41C(Entity* this) {
}
void sub_0806D4C0(Entity* this, u32 param) {
Entity* npc = CreateNPC(0x4c, param + 6, 0);
Entity* npc = CreateNPC(BIG_GORON, param + 6, 0);
if (npc != NULL) {
npc->parent = this;
CopyPosition(this, npc);
+2 -2
View File
@@ -18,13 +18,13 @@ void sub_0806CAF4(Entity* this) {
if (this->action == 0) {
this->action += 1;
SetDefaultPriority(this, PRIO_MESSAGE);
npc = CreateNPC(0x4a, 1, 0);
npc = CreateNPC(GREGAL, 1, 0);
if (npc != NULL) {
npc->parent = this;
CopyPosition(this, npc);
SortEntityBelow(this, npc);
}
npc = CreateNPC(0x4a, 2, 0);
npc = CreateNPC(GREGAL, 2, 0);
if (npc != NULL) {
npc->parent = this;
CopyPosition(this, npc);
+2 -2
View File
@@ -82,7 +82,7 @@ extern u16* gUnk_0810B660[8];
void CreateZeldaFollower(void) {
Entity* npc;
if (CheckGlobalFlag(0x1c) != 0) {
npc = CreateNPC(0x2e, 0, 0);
npc = CreateNPC(ZELDA_FOLLOWER, 0, 0);
if (npc != NULL) {
CopyPosition(&gPlayerEntity, npc);
npc->flags |= ENT_PERSIST;
@@ -150,7 +150,7 @@ void sub_08060AE0(Entity* this) {
this->field_0x17 &= 0xfe;
this->field_0x6c.HALF.LO = 0xff;
sub_08060E70(this, this->animationState);
otherNpc = CreateNPC(5, 2, 0);
otherNpc = CreateNPC(NPC_UNK_5, 2, 0);
if (otherNpc != NULL) {
otherNpc->parent = this;
*(Entity**)&this->field_0x78 = otherNpc;
+4 -3
View File
@@ -4,6 +4,7 @@
#include "functions.h"
#include "message.h"
#include "object.h"
#include "npc.h"
extern ScreenTransitionData gUnk_0813AD4C;
@@ -28,13 +29,13 @@ void sub_0806DF00(Entity* this) {
if (this->type == 0) {
this->action = 1;
npc = CreateNPC(0x51, 1, 0);
npc = CreateNPC(PICOLYTE_BOTTLE, 1, 0);
*(Entity**)&this->field_0x68 = npc;
npc->parent = this;
npc = CreateNPC(0x51, 1, 1);
npc = CreateNPC(PICOLYTE_BOTTLE, 1, 1);
*(Entity**)&this->field_0x6c = npc;
npc->parent = this;
npc = CreateNPC(0x51, 1, 2);
npc = CreateNPC(PICOLYTE_BOTTLE, 1, 2);
*(Entity**)&this->field_0x70 = npc;
npc->parent = this;
this->field_0x74.HWORD = 0;
+5 -5
View File
@@ -198,7 +198,7 @@ void sub_0806A830(Entity* this) {
GetNextFrame(this);
if (this->frame == 1) {
this->frame = 0;
npc = CreateNPC(0x37, 5, 0);
npc = CreateNPC(REM, 5, 0);
if (npc != NULL) {
PositionEntityOnTop(this, npc);
}
@@ -219,11 +219,11 @@ void sub_0806A890(Entity* this) {
void sub_0806A8C8(Entity* this) {
Entity* entity;
if ((CheckLocalFlag(SHOP02_KUTSU_00) == 0) && (entity = CreateNPC(0x37, 2, 0), entity != NULL)) {
if ((CheckLocalFlag(SHOP02_KUTSU_00) == 0) && (entity = CreateNPC(REM, 2, 0), entity != NULL)) {
CopyPosition(this, entity);
entity->parent = this;
}
entity = CreateNPC(0x37, 3, 0);
entity = CreateNPC(REM, 3, 0);
if (entity != NULL) {
CopyPosition(this, entity);
entity->y.HALF.HI += 2;
@@ -232,7 +232,7 @@ void sub_0806A8C8(Entity* this) {
}
void sub_0806A914(Entity* this) {
Entity* npc = CreateNPC(0x37, 1, 0);
Entity* npc = CreateNPC(REM, 1, 0);
if (npc != NULL) {
CopyPosition(this, npc);
SortEntityAbove(this, npc);
@@ -276,7 +276,7 @@ void sub_0806A9B0(Entity* this, ScriptExecutionContext* context) {
}
void sub_0806A9E8(Entity* this) {
Entity* npc = CreateNPC(0x37, 4, 0);
Entity* npc = CreateNPC(REM, 4, 0);
if (npc != NULL) {
CopyPosition(this, npc);
SortEntityBelow(this, npc);
+1 -1
View File
@@ -70,7 +70,7 @@ void sub_08066D94(Entity* this) {
Entity* npc;
SetGlobalFlag(ZELDA_CHASE);
npc = CreateNPC(0x2E, 0, 0);
npc = CreateNPC(ZELDA_FOLLOWER, 0, 0);
if (npc != NULL) {
npc->animationState = gPlayerEntity.animationState;
npc->flags |= ENT_PERSIST;
+1 -1
View File
@@ -28,7 +28,7 @@ static void sub_0806EF4C(Entity*, u16*);
static u32 sub_0806EF74(Entity*, u32);
void sub_0806EC20(Entity* ent) {
Entity* e = CreateNPC(0x58, 0, 0);
Entity* e = CreateNPC(NPC_UNK_58, 0, 0);
if (e != NULL) {
e->parent = ent;
}