found another place where animations hid

This commit is contained in:
Reinmmar
2023-09-20 16:45:23 +02:00
parent 4a1bbf3dd8
commit bdfaa7dc1a
10 changed files with 52 additions and 44 deletions
+9 -9
View File
@@ -43,7 +43,7 @@ static void FileScreenObjects_Type15(FileScreenObjectsEntity*);
static void FileScreenObjects_Type18(FileScreenObjectsEntity*);
static void FileScreenObjects_Type19(FileScreenObjectsEntity*);
static void FileScreenObjects_Type21(FileScreenObjectsEntity*);
static void FileScreenObjects_Type23_Action1(FileScreenObjectsEntity*);
static void FileScreenObjects_Type23_LinkPreview(FileScreenObjectsEntity*);
static void FileScreenObjects_Type23_Init(FileScreenObjectsEntity*);
typedef struct {
@@ -86,7 +86,7 @@ void FileScreenObjects(FileScreenObjectsEntity* this) {
void FileScreenObjects_Type23(FileScreenObjectsEntity* this) {
static void (*const FileScreenObjects_Type23_Actions[])(FileScreenObjectsEntity*) = {
FileScreenObjects_Type23_Init,
FileScreenObjects_Type23_Action1,
FileScreenObjects_Type23_LinkPreview,
};
FileScreenObjects_Type23_Actions[super->action](this);
}
@@ -99,7 +99,7 @@ void FileScreenObjects_Type23_Init(FileScreenObjectsEntity* this) {
super->action = 1;
}
void FileScreenObjects_Type23_Action1(FileScreenObjectsEntity* this) {
void FileScreenObjects_Type23_LinkPreview(FileScreenObjectsEntity* this) {
u32 var0;
u32 offset;
@@ -114,9 +114,9 @@ void FileScreenObjects_Type23_Action1(FileScreenObjectsEntity* this) {
if (super->type2 != gMapDataBottomSpecial.unk6) {
super->type2 = gMapDataBottomSpecial.unk6;
this->unk_68 = CheckGlobalFlag(EZERO_1ST) == 0 ? 0x400 : 0x100;
this->unk_68 = CheckGlobalFlag(EZERO_1ST) == 0 ? ANIM_DEFAULT_NOCAP : ANIM_DEFAULT;
this->unk_70 = 4;
super->animationState = 2;
super->animationState = PAS_SOUTH;
offset = gUnk_08133368[GetPlayerPalette(TRUE) - 22] & 0xFFFFFF;
LoadPalettes(&gGlobalGfxAndPalettes[offset], 31, 1);
}
@@ -125,16 +125,16 @@ void FileScreenObjects_Type23_Action1(FileScreenObjectsEntity* this) {
if (gInput.heldKeys & L_BUTTON) {
switch (gInput.newKeys) {
case DPAD_UP:
super->animationState = 0;
super->animationState = PAS_NORTH;
break;
case DPAD_RIGHT:
super->animationState = 1;
super->animationState = PAS_EAST;
break;
case DPAD_DOWN:
super->animationState = 2;
super->animationState = PAS_SOUTH;
break;
case DPAD_LEFT:
super->animationState = 3;
super->animationState = PAS_WEST;
break;
case B_BUTTON:
this->unk_70 = this->unk_70 ? 0 : 4;