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https://github.com/zeldaret/tmc
synced 2026-06-21 16:37:05 -04:00
found another place where animations hid
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@@ -43,7 +43,7 @@ static void FileScreenObjects_Type15(FileScreenObjectsEntity*);
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static void FileScreenObjects_Type18(FileScreenObjectsEntity*);
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static void FileScreenObjects_Type19(FileScreenObjectsEntity*);
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static void FileScreenObjects_Type21(FileScreenObjectsEntity*);
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static void FileScreenObjects_Type23_Action1(FileScreenObjectsEntity*);
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static void FileScreenObjects_Type23_LinkPreview(FileScreenObjectsEntity*);
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static void FileScreenObjects_Type23_Init(FileScreenObjectsEntity*);
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typedef struct {
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@@ -86,7 +86,7 @@ void FileScreenObjects(FileScreenObjectsEntity* this) {
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void FileScreenObjects_Type23(FileScreenObjectsEntity* this) {
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static void (*const FileScreenObjects_Type23_Actions[])(FileScreenObjectsEntity*) = {
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FileScreenObjects_Type23_Init,
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FileScreenObjects_Type23_Action1,
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FileScreenObjects_Type23_LinkPreview,
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};
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FileScreenObjects_Type23_Actions[super->action](this);
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}
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@@ -99,7 +99,7 @@ void FileScreenObjects_Type23_Init(FileScreenObjectsEntity* this) {
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super->action = 1;
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}
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void FileScreenObjects_Type23_Action1(FileScreenObjectsEntity* this) {
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void FileScreenObjects_Type23_LinkPreview(FileScreenObjectsEntity* this) {
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u32 var0;
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u32 offset;
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@@ -114,9 +114,9 @@ void FileScreenObjects_Type23_Action1(FileScreenObjectsEntity* this) {
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if (super->type2 != gMapDataBottomSpecial.unk6) {
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super->type2 = gMapDataBottomSpecial.unk6;
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this->unk_68 = CheckGlobalFlag(EZERO_1ST) == 0 ? 0x400 : 0x100;
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this->unk_68 = CheckGlobalFlag(EZERO_1ST) == 0 ? ANIM_DEFAULT_NOCAP : ANIM_DEFAULT;
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this->unk_70 = 4;
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super->animationState = 2;
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super->animationState = PAS_SOUTH;
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offset = gUnk_08133368[GetPlayerPalette(TRUE) - 22] & 0xFFFFFF;
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LoadPalettes(&gGlobalGfxAndPalettes[offset], 31, 1);
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}
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@@ -125,16 +125,16 @@ void FileScreenObjects_Type23_Action1(FileScreenObjectsEntity* this) {
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if (gInput.heldKeys & L_BUTTON) {
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switch (gInput.newKeys) {
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case DPAD_UP:
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super->animationState = 0;
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super->animationState = PAS_NORTH;
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break;
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case DPAD_RIGHT:
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super->animationState = 1;
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super->animationState = PAS_EAST;
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break;
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case DPAD_DOWN:
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super->animationState = 2;
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super->animationState = PAS_SOUTH;
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break;
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case DPAD_LEFT:
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super->animationState = 3;
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super->animationState = PAS_WEST;
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break;
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case B_BUTTON:
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this->unk_70 = this->unk_70 ? 0 : 4;
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