src: rename LINK_ANIMATION_STATE_NO_UPDATE

This commit is contained in:
Pierre de La Morinerie 2024-10-30 12:19:42 +01:00
parent fa185cb63d
commit 75ff63cd81
9 changed files with 19 additions and 19 deletions

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@ -1656,7 +1656,7 @@ InitGotItemSequence::
cp $02 ;; 00:1098 $FE $02
jr z, .jp_10DB ;; 00:109A $28 $3F
ldh a, [hLinkAnimationState] ;; 00:109C $F0 $9D
cp LINK_ANIMATION_STATE_NO_UPDATE ;; 00:109E $FE $FF
cp LINK_ANIMATION_STATE_HIDDEN ;; 00:109E $FE $FF
jr z, .jp_10DB ;; 00:10A0 $28 $39
ld a, [wLinkMotionState] ;; 00:10A2 $FA $1C $C1
cp LINK_MOTION_TYPE_NON_INTERACTIVE ;; 00:10A5 $FE $02

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@ -806,11 +806,11 @@ LinkDirectionToSwordDirection::
LinkDirectionToLinkAnimationState1::
; right left up down
db LINK_ANIMATION_STATE_STANDING_DOWN, LINK_ANIMATION_STATE_UNKNOWN_18, LINK_ANIMATION_STATE_UNKNOWN_19, LINK_ANIMATION_STATE_HOOKSHOT_CHAIN_RIGHT
db LINK_ANIMATION_STATE_HOOKSHOT_CHAIN_RIGHT, LINK_ANIMATION_STATE_NO_UPDATE, LINK_ANIMATION_STATE_STANDING_DOWN, LINK_ANIMATION_STATE_UNKNOWN_16
db LINK_ANIMATION_STATE_UNKNOWN_17, LINK_ANIMATION_STATE_HOOKSHOT_CHAIN_LEFT, LINK_ANIMATION_STATE_HOOKSHOT_CHAIN_LEFT, LINK_ANIMATION_STATE_NO_UPDATE
db LINK_ANIMATION_STATE_HOOKSHOT_CHAIN_RIGHT, LINK_ANIMATION_STATE_HIDDEN, LINK_ANIMATION_STATE_STANDING_DOWN, LINK_ANIMATION_STATE_UNKNOWN_16
db LINK_ANIMATION_STATE_UNKNOWN_17, LINK_ANIMATION_STATE_HOOKSHOT_CHAIN_LEFT, LINK_ANIMATION_STATE_HOOKSHOT_CHAIN_LEFT, LINK_ANIMATION_STATE_HIDDEN
db LINK_ANIMATION_STATE_STANDING_DOWN, LINK_ANIMATION_STATE_UNKNOWN_14, LINK_ANIMATION_STATE_UNKNOWN_15, LINK_ANIMATION_STATE_HOOKSHOT_CHAIN_UP
db LINK_ANIMATION_STATE_HOOKSHOT_CHAIN_UP, LINK_ANIMATION_STATE_NO_UPDATE, LINK_ANIMATION_STATE_STANDING_DOWN, LINK_ANIMATION_STATE_UNKNOWN_12
db LINK_ANIMATION_STATE_UNKNOWN_13, LINK_ANIMATION_STATE_HOOKSHOT_CHAIN_DOWN, LINK_ANIMATION_STATE_HOOKSHOT_CHAIN_DOWN, LINK_ANIMATION_STATE_NO_UPDATE
db LINK_ANIMATION_STATE_HOOKSHOT_CHAIN_UP, LINK_ANIMATION_STATE_HIDDEN, LINK_ANIMATION_STATE_STANDING_DOWN, LINK_ANIMATION_STATE_UNKNOWN_12
db LINK_ANIMATION_STATE_UNKNOWN_13, LINK_ANIMATION_STATE_HOOKSHOT_CHAIN_DOWN, LINK_ANIMATION_STATE_HOOKSHOT_CHAIN_DOWN, LINK_ANIMATION_STATE_HIDDEN
; convert the direction link is facing to wC13A
LinkDirectionTo_wC13A::
@ -1082,11 +1082,11 @@ label_002_4827:
add hl, bc ;; 02:483A $09
ld a, [hl] ;; 02:483B $7E
ld [wSwordDirection], a ;; 02:483C $EA $36 $C1
; if value is not LINK_ANIMATION_STATE_NO_UPDATE then update hLinkAnimationState
; if value is not LINK_ANIMATION_STATE_HIDDEN then update hLinkAnimationState
ld hl, LinkDirectionToLinkAnimationState1 ;; 02:483F $21 $36 $46
add hl, bc ;; 02:4842 $09
ld a, [hl] ;; 02:4843 $7E
cp LINK_ANIMATION_STATE_NO_UPDATE ;; 02:4844 $FE $FF
cp LINK_ANIMATION_STATE_HIDDEN ;; 02:4844 $FE $FF
jr z, .noUpdate ;; 02:4846 $28 $02
ldh [hLinkAnimationState], a ;; 02:4848 $E0 $9D
@ -2541,9 +2541,9 @@ LinkMotionUnknownHandler::
Unknown2ToLinkAnimationState::
db LINK_ANIMATION_STATE_UNKNOWN_55, LINK_ANIMATION_STATE_UNKNOWN_56
db LINK_ANIMATION_STATE_UNKNOWN_57, LINK_ANIMATION_STATE_UNKNOWN_57
db LINK_ANIMATION_STATE_NO_UPDATE, LINK_ANIMATION_STATE_NO_UPDATE
db LINK_ANIMATION_STATE_NO_UPDATE, LINK_ANIMATION_STATE_NO_UPDATE
db LINK_ANIMATION_STATE_NO_UPDATE, LINK_ANIMATION_STATE_NO_UPDATE
db LINK_ANIMATION_STATE_HIDDEN, LINK_ANIMATION_STATE_HIDDEN
db LINK_ANIMATION_STATE_HIDDEN, LINK_ANIMATION_STATE_HIDDEN
db LINK_ANIMATION_STATE_HIDDEN, LINK_ANIMATION_STATE_HIDDEN
LinkMotionFallingDownHandler::
ld a, $01 ;; 02:50D4 $3E $01
@ -2850,7 +2850,7 @@ LinkMotionRecoverHandler::
jp label_002_52B9 ;; 02:529C $C3 $B9 $52
jr_002_529F:
ld e, LINK_ANIMATION_STATE_NO_UPDATE ;; 02:529F $1E $FF
ld e, LINK_ANIMATION_STATE_HIDDEN ;; 02:529F $1E $FF
ldh a, [hLinkCountdown] ;; 02:52A1 $F0 $B7
cp $30 ;; 02:52A3 $FE $30
jr c, .jr_002_52B5 ;; 02:52A5 $38 $0E

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@ -1906,7 +1906,7 @@ data_020_5407::
func_020_54F5::
ldh a, [hLinkAnimationState] ;; 20:54F5 $F0 $9D
cp LINK_ANIMATION_STATE_NO_UPDATE ;; 20:54F7 $FE $FF
cp LINK_ANIMATION_STATE_HIDDEN ;; 20:54F7 $FE $FF
ret z ;; 20:54F9 $C8
; Read the first byte in LinkAnimationStateTable

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@ -833,7 +833,7 @@ RenderLinkInBedSprites::
ld a, $02 ;; 05:52BD $3E $02
ldh [hLinkInteractiveMotionBlocked], a ;; 05:52BF $E0 $A1
ld a, LINK_ANIMATION_STATE_NO_UPDATE ;; 05:52C1 $3E $FF
ld a, LINK_ANIMATION_STATE_HIDDEN ;; 05:52C1 $3E $FF
ldh [hLinkAnimationState], a ;; 05:52C3 $E0 $9D
ld de, LinksBedSpriteVariants ;; 05:52C5 $11 $58 $52

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@ -180,7 +180,7 @@ jr_006_432B:
jr_006_434B:
ldh a, [hLinkAnimationState] ;; 06:434B $F0 $9D
cp LINK_ANIMATION_STATE_NO_UPDATE ;; 06:434D $FE $FF
cp LINK_ANIMATION_STATE_HIDDEN ;; 06:434D $FE $FF
jr z, label_006_43B8 ;; 06:434F $28 $67
call GetEntityXDistanceToLink_06 ;; 06:4351 $CD $94 $65
@ -281,7 +281,7 @@ AntiKirbyState3Handler::
ld a, [hl] ;; 06:43E6 $7E
add $08 ;; 06:43E7 $C6 $08
call SetEntitySpriteVariant ;; 06:43E9 $CD $0C $3B
ld a, LINK_ANIMATION_STATE_NO_UPDATE ;; 06:43EC $3E $FF
ld a, LINK_ANIMATION_STATE_HIDDEN ;; 06:43EC $3E $FF
ldh [hLinkAnimationState], a ;; 06:43EE $E0 $9D
ld a, $02 ;; 06:43F0 $3E $02
ldh [hLinkInteractiveMotionBlocked], a ;; 06:43F2 $E0 $A1

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@ -57,7 +57,7 @@ LikeLikeState1Handler::
ret ;; 06:7E26 $C9
.jr_7E27
ld a, LINK_ANIMATION_STATE_NO_UPDATE ;; 06:7E27 $3E $FF
ld a, LINK_ANIMATION_STATE_HIDDEN ;; 06:7E27 $3E $FF
ldh [hLinkAnimationState], a ;; 06:7E29 $E0 $9D
ld hl, wEntitiesPrivateState1Table ;; 06:7E2B $21 $B0 $C2
add hl, bc ;; 06:7E2E $09

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@ -185,7 +185,7 @@ func_015_7DF5::
ldh [hLinkPositionY], a ;; 15:7E01 $E0 $99
ld a, $02 ;; 15:7E03 $3E $02
ldh [hLinkInteractiveMotionBlocked], a ;; 15:7E05 $E0 $A1
ld a, LINK_ANIMATION_STATE_NO_UPDATE ;; 15:7E07 $3E $FF
ld a, LINK_ANIMATION_STATE_HIDDEN ;; 15:7E07 $3E $FF
ldh [hLinkAnimationState], a ;; 15:7E09 $E0 $9D
ld de, Unknown061SpriteVariants ;; 15:7E0B $11 $50 $7D
ld a, [wTunicType] ;; 15:7E0E $FA $0F $DC

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@ -45,7 +45,7 @@ LinkPassOutHandler::
ld a, TILESET_0F ; $4217: $3E $0F ;; 01:4217 $3E $0F
ld [wTilesetToLoad], a ; $4219: $EA $FE $D6 ;; 01:4219 $EA $FE $D6
ld a, LINK_ANIMATION_STATE_NO_UPDATE ; $421C: $3E $FF ;; 01:421C $3E $FF
ld a, LINK_ANIMATION_STATE_HIDDEN ; $421C: $3E $FF ;; 01:421C $3E $FF
ldh [hLinkAnimationState], a ; $421E: $E0 $9D ;; 01:421E $E0 $9D
; Increment the death count

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@ -215,7 +215,7 @@ DEF LINK_ANIMATION_STATE_UNKNOWN_6A EQU $6A
DEF LINK_ANIMATION_STATE_UNKNOWN_6B EQU $6B
DEF LINK_ANIMATION_STATE_GOT_ITEM EQU $6C
DEF LINK_ANIMATION_STATE_UNKNOWN_75 EQU $75
DEF LINK_ANIMATION_STATE_NO_UPDATE EQU $FF
DEF LINK_ANIMATION_STATE_HIDDEN EQU $FF
; Values for wSwordDirection
DEF SWORD_DIRECTION_RIGHT EQU $00