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Renamed bool to bool8
This commit is contained in:
parent
01f2f256b1
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@ -6,6 +6,6 @@
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// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
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// entity: entity pointer
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// return: bool
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bool EntityIsValid__022E0354(struct entity *entity);
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bool8 EntityIsValid__022E0354(struct entity *entity);
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#endif //PMDSKY_OVERLAY_29_022E0354_H
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@ -6,6 +6,6 @@
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// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
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// entity: entity pointer
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// return: bool
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bool EntityIsValid__022E32E8(struct entity *entity);
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bool8 EntityIsValid__022E32E8(struct entity *entity);
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#endif //PMDSKY_OVERLAY_29_022E32E8_H
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@ -6,6 +6,6 @@
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// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
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// entity: entity pointer
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// return: bool
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bool EntityIsValid__022E37B8(struct entity *entity);
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bool8 EntityIsValid__022E37B8(struct entity *entity);
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#endif //PMDSKY_OVERLAY_29_022E37B8_H
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@ -6,7 +6,7 @@
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// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
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// entity: entity pointer
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// return: bool
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bool EntityIsValid__022E1A1C(struct entity *entity);
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bool8 EntityIsValid__022E1A1C(struct entity *entity);
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void UpdateEntityPixelPos(struct entity *entity, struct pixel_position *pixel_pos);
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void SetEntityPixelPosXY(struct entity *entity, u32 x, u32 y);
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void IncrementEntityPixelPosXY(struct entity *entity, u32 x, u32 y);
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@ -6,6 +6,6 @@
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// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
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// entity: entity pointer
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// return: bool
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bool EntityIsValid__022E95F4(struct entity *entity);
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bool8 EntityIsValid__022E95F4(struct entity *entity);
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#endif //PMDSKY_OVERLAY_29_022E95F4_H
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@ -13,25 +13,25 @@ struct dungeon {
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// 0x1: Set to true with mission_destination_info::target_enemy_is_defeated. Used to ensure
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// the mission complete message only shows once (ie: "Yes! Knocked out challenger
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// [string:1]!". Set to false after the message is shown.
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bool target_enemy_defeated_message;
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bool8 target_enemy_defeated_message;
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// 0x2: Set to true when the hidden outlaw mission item is dropped. Appears to be used to check
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// if the message "Huh?[K] [item:] was dropped![P]Yes![K][string:1] was the outlaw!" should
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// be shown when target_enemy_defeated_message is true.
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bool hidden_outlaw_defeated_message;
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bool8 hidden_outlaw_defeated_message;
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// 0x3: If true and there's an active mission on the floor, the message
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// "You've reached a destination floor! But where is the target pokémon..." will be displayed.
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bool target_monster_not_found_flag;
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bool8 target_monster_not_found_flag;
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u8 field_0x4;
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bool stepped_on_stairs; // 0x5: True if the leader just stepped on the stairs.
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bool8 stepped_on_stairs; // 0x5: True if the leader just stepped on the stairs.
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// 0x6: If equal to 1 or 2, the floor will be advanced at the end of the turn,
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// unless the leader fainted. 2 is used for the leader falling through a pitfall
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// trap.
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u8 end_floor_flag;
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// 0x7: If set in tandem with either end_floor_flag or end_floor_no_death_check_flag,
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// a quicksave will occur instead of a floor advance.
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bool quicksave_flag;
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bool8 quicksave_flag;
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// 0x8: The floor will be advanced at the end of the turn. Set when quicksaving.
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bool end_floor_no_death_check_flag;
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bool8 end_floor_no_death_check_flag;
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// 0x9: If this is 0x0 (maybe false), appears to not initialize certain parts of the dungeon.
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// Possibly a boolean for when loading from a quicksave or resuming after being rescued?
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u8 field_0x9;
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@ -41,17 +41,17 @@ struct dungeon {
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u8 field_0xd; // 0xD: Initialized to 0x0
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// 0xE: If true, artificial weather abilities will be activated on this turn.
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// Set to false by TryActivateArtificialWeatherAbilities
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bool activate_artificial_weather_flag;
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bool8 activate_artificial_weather_flag;
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// 0xF: True if an enemy has defeated an ally on this turn and should evolve as a result
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// May also have a niche usage if an enemy gets enough experience to level up through
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// something like the Joy Ribbon?
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bool should_enemy_evolve;
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bool8 should_enemy_evolve;
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u8 field_0x10; // 0x10: Initialized to 0x0.
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// 0x11: True if the leader isn't doing anything right now. False if it's currently performing
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// an action (such as walking or attacking)
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bool no_action_in_progress;
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bool iq_disabled; // 0x12: IQ skills won't work in the dungeon.
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bool regular_attack_reveal_traps; // 0x13: Regular attacks will reveal traps.
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bool8 no_action_in_progress;
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bool8 iq_disabled; // 0x12: IQ skills won't work in the dungeon.
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bool8 regular_attack_reveal_traps; // 0x13: Regular attacks will reveal traps.
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// 0x14: If > 0, you get kicked out of the dungeon, usually because an important team member
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// (such as your client) fainted.
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enum forced_loss_reason forced_loss_reason;
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@ -543,7 +543,7 @@ struct dungeon {
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u32 prng_preseed_23_bit;
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// 0x758: Whether the current floor should continue or end and why
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enum floor_loop_status floor_loop_status;
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bool recruiting_enabled; // 0x759: Recruitment is allowed in this dungeon
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bool8 recruiting_enabled; // 0x759: Recruitment is allowed in this dungeon
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// 0x75A: If this is 0, the game wont use GetMonsterEvoStatus when gathering information for
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// the monster's summary (in stuff like the team menu).
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u8 field_0x75a;
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@ -552,23 +552,23 @@ struct dungeon {
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// but monsters are still alloweed to hold onto items normally. However, it does not seem to
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// properly add items picked up by team members to the treasure bag (making it impossible to
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// remove through the item menu). Additionally, items already in the bag can be used normally?
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bool bag_enabled;
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bool nonstory_flag; // 0x75C: Allows leader changing and continuing without the partner
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bool send_home_disabled; // 0x75D: Sending teammates home is not allowed in this dungeon
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bool8 bag_enabled;
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bool8 nonstory_flag; // 0x75C: Allows leader changing and continuing without the partner
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bool8 send_home_disabled; // 0x75D: Sending teammates home is not allowed in this dungeon
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// 0x75E: Disables sending home/leader changing, lose if partner faints. Set for dungeons
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// between DUNGEON_HIDDEN_LAND and DUNGEON_TEMPORAL_PINNACLE.
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bool hidden_land_flag;
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bool8 hidden_land_flag;
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// 0x75F: If true, the message log won't be shown and the yellow beam animation won't
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// appear over team members after the leader faints. It's enabled for dungeons where you don't
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// get penalized for fainting, but it's not used to perform that check.
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bool skip_faint_animation_flag;
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bool8 skip_faint_animation_flag;
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// 0x760: Info about the next mission destination floor, if applicable
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struct mission_destination_info mission_destination;
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u8 field_0x77c;
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u8 field_0x77d;
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// 0x77E: Appears to track if the player has already been healed by Mime Jr. to change
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// the dialogue. Initialized to 0 using MemZero?
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bool bazaar_mime_jr_heal;
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bool8 bazaar_mime_jr_heal;
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u8 field_0x77f;
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// 0x780: Controls when a monster at a certain speed stage is able to act.
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// Increased by 1-4 each turn, depending on the team leader's speed level:
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@ -586,26 +586,26 @@ struct dungeon {
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u8 field_0x78a; // 0x78A: Initialized to 0x0.
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// 0x78B: True if the leader is running. Causes the leader's action for the next turn
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// to be set to action::ACTION_WALK until it hits an obstacle.
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bool leader_running;
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bool8 leader_running;
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// 0x78C: Likely related to the actions of the leader because it is set to 0 in
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// SetLeaderAction and this value gets bitwise or'd with 0x78B and then saved back to here.
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u8 field_0x78c;
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// 0x78D: This flag is set by the move 0x189 ("HP Gauge") which is the
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// effect of the Identify Orb. If true, monsters not in the team that are
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// holding an item will be marked by a blue exclamation mark icon.
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bool identify_orb_flag;
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bool pass_turn; // 0x78E: True if the leader has chosen to pass its turn
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bool drought_orb_flag; // 0x78F: True if a drought orb has been used.
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bool thief_alert; // 0x790: If you've stolen from Kecleon (actual dungeon state)
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bool8 identify_orb_flag;
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bool8 pass_turn; // 0x78E: True if the leader has chosen to pass its turn
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bool8 drought_orb_flag; // 0x78F: True if a drought orb has been used.
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bool8 thief_alert; // 0x790: If you've stolen from Kecleon (actual dungeon state)
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// 0x791: If you've stolen from Kecleon (triggers music and other events?)
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bool thief_alert_event;
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bool8 thief_alert_event;
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// 0x792: Can only be 0,1,2,3,4. Controls when to play certain special music tracks 0x7C
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// (1), 0x7D (2), 0xA8 (3), 0xA9 (4). Used by the Gone Pebbble to play track 0xA8,
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// challenge letter missions to play track 0x7C and dungeon failure to play 0xA9?
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u8 unk_music_flag;
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bool monster_house_triggered; // 0x793: You Entered a Monster House (actual dungeon state)
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bool8 monster_house_triggered; // 0x793: You Entered a Monster House (actual dungeon state)
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// 0x794: You entered a Monster House (triggers music and other events?)
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bool monster_house_triggered_event;
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bool8 monster_house_triggered_event;
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u8 field_0x795;
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// 0x796: Seems to often be 0x3E7 (999)? Somehow related to controlling or managing the
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// playing music?
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@ -655,9 +655,9 @@ struct dungeon {
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// dungeon::poke_buy_kecleon_shop.
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u32 unk_poke_kecleon_shop_tracker;
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// 0x7C8: Leader standing on a Kecleon shop tile?
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bool leader_standing_in_kecleon_shop;
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bool8 leader_standing_in_kecleon_shop;
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// 0x7C9: You entered a Kecleon Shop (triggers music and maybe more?)
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bool standing_in_kecleon_shop;
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bool8 standing_in_kecleon_shop;
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u8 field_0x7ca;
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u8 field_0x7cb;
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// 0x7CC: Controls which mappa file (Time/Darkness/Sky) to load for a dungeon. When time and
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@ -1126,7 +1126,7 @@ struct dungeon {
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u8 field_0x3e27;
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// 0x3E28: Related in some way to the spawn entries on the floor. Does something about them
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// if false, then set to true.
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bool unk_spawn_entry_id_check;
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bool8 unk_spawn_entry_id_check;
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u8 field_0x3e29;
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u8 field_0x3e2a;
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u8 field_0x3e2b;
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@ -1138,17 +1138,17 @@ struct dungeon {
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// out which pair of wrapper and wrapped are connected. This number is saved into
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// statuses::wrap_pair_unique_id. Initialized to 0xA (10)
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u32 monster_unique_wrap_counter;
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bool plus_is_active[2]; // 0x3E34: A monster on the {enemy, team} side has the ability Plus
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bool minus_is_active[2]; // 0x3E36: A monster on the {enemy, team} side has the ability Minus
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bool8 plus_is_active[2]; // 0x3E34: A monster on the {enemy, team} side has the ability Plus
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bool8 minus_is_active[2]; // 0x3E36: A monster on the {enemy, team} side has the ability Minus
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// 0x3E38: If true, a monster on the floor is a decoy.
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bool decoy_is_active;
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bool8 decoy_is_active;
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// 0x3E39: If true, a monster with id 0x97 (Mew) cannot be spawned on the floor.
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bool mew_cannot_spawn;
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bool8 mew_cannot_spawn;
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// 0x3E3A: Holds the monster ID for the Deoxys form randomly selected for this floor.
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enum monster_id deoxys_floor_id;
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// 0x3E3C: Gets set to true in ChangeShayminForme. Seems to also control which sprite to
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// load for a Shaymin on the team?
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bool shaymin_sky_form_loaded;
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bool8 shaymin_sky_form_loaded;
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u8 field_0x3e3d;
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u8 field_0x3e3e;
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u8 field_0x3e3f;
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@ -1212,7 +1212,7 @@ struct dungeon {
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u8 weather_damage_counter;
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u8 mud_sport_turns; // 0xCD5B: Number of turns left for the Mud Sport condition
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u8 water_sport_turns; // 0xCD5C: Number of turns left for the Water Sport condition
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bool nullify_weather; // 0xCD5D: Cloud Nine/Air Lock is in effect
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bool8 nullify_weather; // 0xCD5D: Cloud Nine/Air Lock is in effect
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u8 field_0xcd5e;
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u8 field_0xcd5f;
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// 0xCD60: Seems to be tile data for tiles within fixed rooms
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@ -1390,7 +1390,7 @@ struct dungeon {
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u8* unk_fixed_room_pointer;
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// 0x12AA8: This flag is set by the move 0x191 ("Trapper") which is the effect
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// of the Trapper Orb. If true, the game will try to spawn a trap.
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bool trapper_orb_flag;
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bool8 trapper_orb_flag;
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u8 field_0x12aa9; // Likely padding
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// 0x12AAA: Location to spawn the trap by trapper_orb_flag.
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struct position trapper_orb_trap_pos;
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// 0x12AFA: Number of normal item spawns. Does not include monster held items and additional
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// items in walls or Monster Houses
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u16 n_normal_item_spawns;
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bool gravity; // 0x12AFC: Gravity is in effect
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bool8 gravity; // 0x12AFC: Gravity is in effect
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u8 field_0x12afd;
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// 0x12AFE: Victories on one floor counter.
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s16 victory_counter;
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// loaded.
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u32 fixed_room_monster_sprite_counter;
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// 0x12B24: Whether or not the kecleon shop spawn chance be boosted for the floor
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bool boost_kecleon_shop_spawn_chance;
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bool8 boost_kecleon_shop_spawn_chance;
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// 0x12B25: Whether or not the hidden stairs spawn chance be boosted for the floor
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// (by 20%; see HIDDEN_STAIRS_SPAWN_CHANCE_MULTIPLIER)
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bool boost_hidden_stairs_spawn_chance;
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bool8 boost_hidden_stairs_spawn_chance;
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u8 field_0x12b26;
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u8 field_0x12b27;
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// 0x2CB10: Somehow related to display_data::hallucinating and seems to maybe control
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// the sleeping animations when the camera is pointed away from a hallucinating monster?
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// Initialized to 0x1.
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bool unk_camera_tracker;
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bool8 unk_camera_tracker;
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u8 field_0x2cb11;
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u8 field_0x2cb12;
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u8 field_0x2cb13;
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struct item {
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// 0x0: flags: 1-byte bitfield
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//u8 flags_0x0;
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bool f_exists : 1; // Validity flag
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bool f_in_shop : 1; // In a Kecleon Shop
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bool f_unpaid : 1; // Picked up from a Kecleon Shop but not paid for yet
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bool f_sticky : 1; // Sticky
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bool f_set : 1; // Usable by L+R
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bool flag_unk5 : 1;
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bool8 f_exists : 1; // Validity flag
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bool8 f_in_shop : 1; // In a Kecleon Shop
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bool8 f_unpaid : 1; // Picked up from a Kecleon Shop but not paid for yet
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bool8 f_sticky : 1; // Sticky
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bool8 f_set : 1; // Usable by L+R
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bool8 flag_unk5 : 1;
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// For stolen items to recover from outlaws (has red X)? Could be for other items for other
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// types of missions? (Uncertain)
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bool f_unk_mission_item1 : 1;
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bool8 f_unk_mission_item1 : 1;
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// For stolen items to recover from outlaws (has red X)? Could be for other items for other
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// types of missions? (Uncertain) Definitely used temporarily when sorting the items in
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// storage.
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bool f_unk_mission_item2 : 1;
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bool8 f_unk_mission_item2 : 1;
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// 0x1: For bag items. 0 for none, 1 if held by the leader, 2 for the second party member, etc.
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u8 held_by;
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// 0x2: Only for stackable items. Will be 0 if unapplicable. For Poké, this is an "amount code"
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// by the FIRST status in the list (when the index is 1, since 0 usually means no status). For other
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// statuses in the group, see the subsequent enum values in enum status_id after the first status.
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struct statuses {
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bool roost;
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bool8 roost;
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// 0x1: The typing in entity::types before the flying type is removed for statuses::roost
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// and restored to entity::types after statuses::roost ends.
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enum type_id original_types[2];
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@ -122,7 +122,7 @@ struct statuses {
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// 0x30: Set to monster::is_not_team_member of the attacker (the one causing the decoy status).
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u8 curse_applier_non_team_member_flag;
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// 0x31: True if the Pokémon is a decoy and a wild Pokémon (i.e., not an allied Pokémon).
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bool enemy_decoy;
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bool8 enemy_decoy;
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u8 curse_turns; // 0x32: Turns left for the status in statuses::curse
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// 0x33: Turns left until residual damage for the status in statuses::curse, if applicable
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u8 curse_damage_countdown;
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@ -157,15 +157,15 @@ struct statuses {
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u8 miracle_eye_turns; // 0x4D: Turns left for the status in statuses::miracle_eye
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u8 magnet_rise; // 0x4E: STATUS_MAGNET_RISE if 1
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u8 magnet_rise_turns; // 0x4F: Turns left for the status in statuses::magnet_rise
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bool power_ears; // 0x50: STATUS_POWER_EARS
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bool scanning; // 0x51: STATUS_SCANNING
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bool stair_spotter; // 0x52: STATUS_STAIR_SPOTTER
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bool8 power_ears; // 0x50: STATUS_POWER_EARS
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bool8 scanning; // 0x51: STATUS_SCANNING
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bool8 stair_spotter; // 0x52: STATUS_STAIR_SPOTTER
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// 0x53: Set when initally spawning a team member with the ability Pickup.
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bool pickup_flag;
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bool grudge; // 0x54: STATUS_GRUDGE
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bool exposed; // 0x55: STATUS_EXPOSED (Foresight/Odor Sleuth)
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||||
bool type_changed; // 0x56: Flag for if the monster's type has been changed
|
||||
bool boss_flag; // 0x57: Seems to be true for boss monsters
|
||||
bool8 pickup_flag;
|
||||
bool8 grudge; // 0x54: STATUS_GRUDGE
|
||||
bool8 exposed; // 0x55: STATUS_EXPOSED (Foresight/Odor Sleuth)
|
||||
bool8 type_changed; // 0x56: Flag for if the monster's type has been changed
|
||||
bool8 boss_flag; // 0x57: Seems to be true for boss monsters
|
||||
// 0x58: Appears to be a flag for when a monster increasces their speed. Maybe only used
|
||||
// by the RunLeaderTurn function to know if the leader has changed their speed stage partway
|
||||
// through the function?
|
||||
|
|
@ -178,7 +178,7 @@ struct statuses {
|
|||
#ifndef JAPAN
|
||||
// 0x5A: Possibly a flag while in action. Could also be a flag to cause the burn from
|
||||
// lava, heal a burn from water, and decrease hunger in the walls.
|
||||
bool in_action;
|
||||
bool8 in_action;
|
||||
#endif
|
||||
// 0x5B: STATUS_TERRIFIED, interestingly, appears to use 0x1 for the Foe-Fear Orb but
|
||||
// 0x2 for the ability Stench. The distinction only seems to exist for the game to use
|
||||
|
|
@ -193,7 +193,7 @@ struct statuses {
|
|||
// 0 = 0.5x, 1 = 1.0x, 2 = 1.5x
|
||||
u8 exp_yield;
|
||||
// 0x60: Appears to be set when the held item of the monster is going to be used?
|
||||
bool unk_item_use_action;
|
||||
bool8 unk_item_use_action;
|
||||
// 0x61: Is initalized to 0x63 (99). Changing it from this value causes the monster to
|
||||
// begin rendering differently? For example, it causes entity::0xB3 to be 1 and forces
|
||||
// entity::0x28 to be 0.
|
||||
|
|
@ -223,47 +223,47 @@ struct statuses {
|
|||
// A bitfield where every bit controls one of the icons that can appear on top of a monster's sprite
|
||||
// to represent status effects. If multiple bits are set, the shown icon cycles through them.
|
||||
struct status_icon_flags {
|
||||
bool f_sleepless : 1; // Blue eye blinking yellow
|
||||
bool f_burn : 1; // Red flame
|
||||
bool f_poison : 1; // White skull
|
||||
bool f_toxic : 1; // Purple skull
|
||||
bool f_confused : 1; // Yellow birds
|
||||
bool f_cowering : 1; // 2 green lines in circle (same as whiffer)
|
||||
bool f_taunt : 1; // Fist icon
|
||||
bool f_encore : 1; // Blue exclamation mark (same as low HP)
|
||||
bool8 f_sleepless : 1; // Blue eye blinking yellow
|
||||
bool8 f_burn : 1; // Red flame
|
||||
bool8 f_poison : 1; // White skull
|
||||
bool8 f_toxic : 1; // Purple skull
|
||||
bool8 f_confused : 1; // Yellow birds
|
||||
bool8 f_cowering : 1; // 2 green lines in circle (same as whiffer)
|
||||
bool8 f_taunt : 1; // Fist icon
|
||||
bool8 f_encore : 1; // Blue exclamation mark (same as low HP)
|
||||
// Blue shield with white sparks. Also for counter, mini counter, mist,
|
||||
// metal burst, aqua ring, and lucky chant
|
||||
bool f_reflect : 1;
|
||||
bool f_safeguard : 1; // Pink shield. Also for mirror coat
|
||||
bool f_light_screen : 1; // Golden shield. Also for magic coat
|
||||
bool f_protect : 1; // Green shield. Also for mirror move and vital throw
|
||||
bool f_endure : 1; // Blue shield with red sparks
|
||||
bool f_low_hp : 1; // Blue exclamation mark (same as encore)
|
||||
bool f_curse : 1; // Red skull
|
||||
bool f_embargo : 1; // Yellow exclamation mark. Also for gastro acid and snatch
|
||||
bool f_sure_shot : 1; // Blue sword blinking yellow
|
||||
bool f_whiffer : 1; // 2 green lines in circle (same as cowering)
|
||||
bool f_set_damage : 1; // Blue sword blinking red
|
||||
bool f_focus_energy : 1; // Red sword blinking yellow
|
||||
bool f_blinded : 1; // Blue eye with an X
|
||||
bool f_cross_eyed : 1; // Blue question mark
|
||||
bool f_eyedrops : 1; // Blue eye blinking yellow with a circular wave
|
||||
bool f_muzzled : 1; // Blinking red cross
|
||||
bool f_grudge : 1; // Purple shield
|
||||
bool f_exposed : 1; // Blue eye blinking red with a circular wave
|
||||
bool f_sleep : 1; // Red Z's
|
||||
bool f_lowered_stat : 1; // Yellow arrow pointing down
|
||||
bool f_heal_block : 1; // Blinking green cross
|
||||
bool f_miracle_eye : 1; // Blinking orange cross
|
||||
bool f_red_exclamation_mark : 1; // Probably unused
|
||||
bool f_magnet_rise : 1; // Purple arrow pointing up
|
||||
bool8 f_reflect : 1;
|
||||
bool8 f_safeguard : 1; // Pink shield. Also for mirror coat
|
||||
bool8 f_light_screen : 1; // Golden shield. Also for magic coat
|
||||
bool8 f_protect : 1; // Green shield. Also for mirror move and vital throw
|
||||
bool8 f_endure : 1; // Blue shield with red sparks
|
||||
bool8 f_low_hp : 1; // Blue exclamation mark (same as encore)
|
||||
bool8 f_curse : 1; // Red skull
|
||||
bool8 f_embargo : 1; // Yellow exclamation mark. Also for gastro acid and snatch
|
||||
bool8 f_sure_shot : 1; // Blue sword blinking yellow
|
||||
bool8 f_whiffer : 1; // 2 green lines in circle (same as cowering)
|
||||
bool8 f_set_damage : 1; // Blue sword blinking red
|
||||
bool8 f_focus_energy : 1; // Red sword blinking yellow
|
||||
bool8 f_blinded : 1; // Blue eye with an X
|
||||
bool8 f_cross_eyed : 1; // Blue question mark
|
||||
bool8 f_eyedrops : 1; // Blue eye blinking yellow with a circular wave
|
||||
bool8 f_muzzled : 1; // Blinking red cross
|
||||
bool8 f_grudge : 1; // Purple shield
|
||||
bool8 f_exposed : 1; // Blue eye blinking red with a circular wave
|
||||
bool8 f_sleep : 1; // Red Z's
|
||||
bool8 f_lowered_stat : 1; // Yellow arrow pointing down
|
||||
bool8 f_heal_block : 1; // Blinking green cross
|
||||
bool8 f_miracle_eye : 1; // Blinking orange cross
|
||||
bool8 f_red_exclamation_mark : 1; // Probably unused
|
||||
bool8 f_magnet_rise : 1; // Purple arrow pointing up
|
||||
|
||||
// The following 4 bytes appear to have a different meaning, maybe they are intended to
|
||||
// represent icons that are always displayed and do not cycle (inferred from the difference
|
||||
// between the ice block and the other icons). Except for the first bit, the others do not
|
||||
// seem to have an effect, but the code stores the full 4 bytes as a bitwise OR of some of the
|
||||
// flags (see UpdateStatusIconBitfield).
|
||||
bool f_freeze : 1; // Ice block
|
||||
bool8 f_freeze : 1; // Ice block
|
||||
u8 flags_unk2 : 7;
|
||||
u8 field_0x5;
|
||||
u8 field_0x6;
|
||||
|
|
@ -298,10 +298,10 @@ struct monster {
|
|||
|
||||
enum monster_id id; // 0x2:
|
||||
enum monster_id apparent_id : 16; // 0x4: What's outwardly displayed if Transformed
|
||||
bool is_not_team_member; // 0x6: true for enemies and allied NPCs that aren't on the team
|
||||
bool is_team_leader; // 0x7
|
||||
bool8 is_not_team_member; // 0x6: true for enemies and allied NPCs that aren't on the team
|
||||
bool8 is_team_leader; // 0x7
|
||||
// 0x8: An ally is an NPC that isn't a normal team member, e.g. for story boss battles
|
||||
bool is_ally;
|
||||
bool8 is_ally;
|
||||
enum shopkeeper_mode shopkeeper : 8; // 0x9
|
||||
u8 level; // 0xA
|
||||
u8 field_0xb;
|
||||
|
|
@ -340,9 +340,9 @@ struct monster {
|
|||
u8 field_0x7a;
|
||||
u8 field_0x7b;
|
||||
enum ai_objective ai_objective : 8; // 0x7C
|
||||
bool ai_not_next_to_target; // 0x7D: This NPC monster is not next to its current target
|
||||
bool ai_targeting_enemy; // 0x7E: This NPC monster is targeting an enemy monster
|
||||
bool ai_turning_around; // 0x7F: This NPC monster has decided to turn around
|
||||
bool8 ai_not_next_to_target; // 0x7D: This NPC monster is not next to its current target
|
||||
bool8 ai_targeting_enemy; // 0x7E: This NPC monster is targeting an enemy monster
|
||||
bool8 ai_turning_around; // 0x7F: This NPC monster has decided to turn around
|
||||
// 0x80: entity::spawn_genid of the entity currently being targeted
|
||||
u16 ai_target_spawn_genid;
|
||||
u8 field_0x82;
|
||||
|
|
@ -361,7 +361,7 @@ struct monster {
|
|||
enum tactic_id tactic : 8; // 0xA8
|
||||
|
||||
//struct statuses statuses; // 0xA9 / Need to be inline for alignment
|
||||
bool roost;
|
||||
bool8 roost;
|
||||
// 0xAA / 0x1: The typing in entity::types before the flying type is removed for statuses::roost
|
||||
// and restored to entity::types after statuses::roost ends.
|
||||
enum type_id original_types[2];
|
||||
|
|
@ -453,15 +453,15 @@ struct monster {
|
|||
u8 miracle_eye_turns; // 0xF6 / 0x4D: Turns left for the status in statuses::miracle_eye
|
||||
u8 magnet_rise; // 0xF7 / 0x4E: STATUS_MAGNET_RISE if 1
|
||||
u8 magnet_rise_turns; // 0xF8 / 0x4F: Turns left for the status in statuses::magnet_rise
|
||||
bool power_ears; // 0xF9 / 0x50: STATUS_POWER_EARS
|
||||
bool scanning; // 0xFA / 0x51: STATUS_SCANNING
|
||||
bool stair_spotter; // 0xFB / 0x52: STATUS_STAIR_SPOTTER
|
||||
bool8 power_ears; // 0xF9 / 0x50: STATUS_POWER_EARS
|
||||
bool8 scanning; // 0xFA / 0x51: STATUS_SCANNING
|
||||
bool8 stair_spotter; // 0xFB / 0x52: STATUS_STAIR_SPOTTER
|
||||
// 0xFC / 0x53: Set when initally spawning a team member with the ability Pickup.
|
||||
bool pickup_flag;
|
||||
bool grudge; // 0xFD / 0x54: STATUS_GRUDGE
|
||||
bool exposed; // 0xFE / 0x55: STATUS_EXPOSED (Foresight/Odor Sleuth)
|
||||
bool type_changed; // 0xFF / 0x56: Flag for if the monster's type has been changed
|
||||
bool boss_flag; // 0x100 / 0x57: Seems to be true for boss monsters
|
||||
bool8 pickup_flag;
|
||||
bool8 grudge; // 0xFD / 0x54: STATUS_GRUDGE
|
||||
bool8 exposed; // 0xFE / 0x55: STATUS_EXPOSED (Foresight/Odor Sleuth)
|
||||
bool8 type_changed; // 0xFF / 0x56: Flag for if the monster's type has been changed
|
||||
bool8 boss_flag; // 0x100 / 0x57: Seems to be true for boss monsters
|
||||
// 0x101 / 0x58: Appears to be a flag for when a monster increasces their speed. Maybe only used
|
||||
// by the RunLeaderTurn function to know if the leader has changed their speed stage partway
|
||||
// through the function?
|
||||
|
|
@ -474,7 +474,7 @@ struct monster {
|
|||
#ifndef JAPAN
|
||||
// 0x103 / 0x5A: Possibly a flag while in action. Could also be a flag to cause the burn from
|
||||
// lava, heal a burn from water, and decrease hunger in the walls.
|
||||
bool in_action;
|
||||
bool8 in_action;
|
||||
#endif
|
||||
// 0x104 / 0x5B: STATUS_TERRIFIED, interestingly, appears to use 0x1 for the Foe-Fear Orb but
|
||||
// 0x2 for the ability Stench. The distinction only seems to exist for the game to use
|
||||
|
|
@ -489,7 +489,7 @@ struct monster {
|
|||
// 0 = 0.5x, 1 = 1.0x, 2 = 1.5x
|
||||
u8 exp_yield;
|
||||
// 0x109 / 0x60: Appears to be set when the held item of the monster is going to be used?
|
||||
bool use_held_item;
|
||||
bool8 use_held_item;
|
||||
// 0x10A / 0x61: Is initalized to 0x63 (99). Changing it from this value causes the monster to
|
||||
// begin rendering differently? For example, it causes entity::0xB3 to be 1 and forces
|
||||
// entity::0x28 to be 0.
|
||||
|
|
@ -526,21 +526,21 @@ struct monster {
|
|||
struct fixed_point belly; // 0x146
|
||||
struct fixed_point max_belly; // 0x14A:
|
||||
// 0x14E: If true and the monster is an ally, the AI will skip it. False for enemies.
|
||||
bool ai_ally_skip;
|
||||
bool ai_next_to_target; // 0x14F: This NPC monster is next to its current target
|
||||
bool8 ai_ally_skip;
|
||||
bool8 ai_next_to_target; // 0x14F: This NPC monster is next to its current target
|
||||
// 0x150: Set if monster::is_team_leader is true and belly is empty.
|
||||
bool famished;
|
||||
bool waiting;
|
||||
bool8 famished;
|
||||
bool8 waiting;
|
||||
// 0x152: Seems to be true if the monster has already acted this turn: attacked, used an item,
|
||||
// or seemingly anything other than moving/resting. Also true when the monster faints.
|
||||
bool already_acted;
|
||||
bool8 already_acted;
|
||||
// 0x153: True if this enemy should evolve. It is not enough to set this flag to evolve
|
||||
// an enemy monster. You also need to set dungeon::should_enemy_evolve.
|
||||
bool should_evolve;
|
||||
bool8 should_evolve;
|
||||
// 0x154: True if using a charged move. Changed together with statuses::bide.
|
||||
bool using_charged_move;
|
||||
bool8 using_charged_move;
|
||||
// 0x155: True if the target attacked a Pokemon that has STATUS_GRUDGE.
|
||||
bool hit_grudge_monster;
|
||||
bool8 hit_grudge_monster;
|
||||
u8 field_0x156; // 0 when the monster faints
|
||||
u8 field_0x157;
|
||||
// 0x158: General-purpose bitflags tracking different bits of volatile state.
|
||||
|
|
@ -550,38 +550,38 @@ struct monster {
|
|||
// 0x15A: The previous value of state_bitflags before the last update
|
||||
u16 prev_state_flags;
|
||||
// 0x15C: Appears to control if flash fire should activate.
|
||||
bool apply_flash_fire_boost;
|
||||
bool8 apply_flash_fire_boost;
|
||||
// 0x15D: Appears to be a counter for how many times rollout has hit. Likely to be able to
|
||||
// determine how much extra damage consecutive rollout hits should deal.
|
||||
u8 rollout_hit_counter;
|
||||
// 0x15E: If true, the monster is warped after completing its move.
|
||||
bool memento_warp_flag;
|
||||
bool8 memento_warp_flag;
|
||||
// 0x15F: If true, the monster's special attack is dropped after the completing its move.
|
||||
bool overheat_special_attack_drop_flag;
|
||||
bool8 overheat_special_attack_drop_flag;
|
||||
// 0x160: If true, the monster's shadow is drawn. This value is initalized to 1 for every
|
||||
// monster except Diglett and Dugtrio.
|
||||
bool display_shadow;
|
||||
bool8 display_shadow;
|
||||
// 0x161: If true, prevents giving items to this monster. Might have a broader meaning,
|
||||
// such as whether the monster is a guest pokémon.
|
||||
bool cannot_give_items;
|
||||
bool8 cannot_give_items;
|
||||
// 0x162: Related to using a move and either missing or fainting. Set to 1 right before
|
||||
// the function for a move is called and set to 0 (sometimes) in ApplyDamage. Gets set
|
||||
// when the monster faints sometimes with field 0x156. When false, causes random
|
||||
// outcomes with the monster to fail.
|
||||
bool field_0x162;
|
||||
bool8 field_0x162;
|
||||
// 0x163: Related to controlling the number of attacks per move use. Possibly to account
|
||||
// for two-turn moves?
|
||||
bool field_0x163;
|
||||
bool took_damage_flag; // 0x164: Set after the monster took damage.
|
||||
bool8 field_0x163;
|
||||
bool8 took_damage_flag; // 0x164: Set after the monster took damage.
|
||||
// 0x165: Appears to be some sort of validity check? Where 0 is valid and 1 is invalid.
|
||||
// HandleFaint sets this number to 1. Also set to 1 if IsMonsterIdInNormalRange is false.
|
||||
bool field_0x165;
|
||||
bool8 field_0x165;
|
||||
// 0x166: Set after the monster attacks (true if the attack missed, false otherwise). If true
|
||||
// when the monster attacks, Practice Swinger will activate.
|
||||
bool practice_swinger_flag;
|
||||
bool8 practice_swinger_flag;
|
||||
// 0x167: Set to true when the monster receives a critical hit. If true when the monster
|
||||
// attacks, Anger Point will activate. Set to false after the monster attacks.
|
||||
bool anger_point_flag;
|
||||
bool8 anger_point_flag;
|
||||
u8 field_0x168;
|
||||
u8 field_0x169;
|
||||
// 0x16A: When not DIR_NONE, monster will turn in the specified direction and
|
||||
|
|
@ -595,17 +595,17 @@ struct monster {
|
|||
u8 field_0x16e;
|
||||
u8 field_0x16f;
|
||||
// 0x170: Set to make the monster disappear when using the move U-turn.
|
||||
bool uturn_hide_monster_flag;
|
||||
bool8 uturn_hide_monster_flag;
|
||||
// 0x171: Some kind of visual flag? Gets set to 0 temporarily when changing Shaymin form
|
||||
// or when using the Gone Pebble? Also hardcoded to be set to 0 for monsters that generally
|
||||
// tend to float? Otherwise 1?
|
||||
bool field_0x171;
|
||||
bool8 field_0x171;
|
||||
// 0x172: Set when the leader and falling through a pitfall trap.
|
||||
bool pitfall_trap_flag_0x172;
|
||||
bool8 pitfall_trap_flag_0x172;
|
||||
// 0x173: Some kind of visual flag?
|
||||
bool field_0x173;
|
||||
bool8 field_0x173;
|
||||
// 0x174: Set when the leader and falling through a pitfall trap.
|
||||
bool pitfall_trap_flag_0x174;
|
||||
bool8 pitfall_trap_flag_0x174;
|
||||
u8 field_0x175;
|
||||
u8 field_0x176;
|
||||
// 0x177: Appears to be the direction for using sleep talk? Set to DIR_NONE when awake.
|
||||
|
|
@ -776,7 +776,7 @@ struct monster {
|
|||
// probably controls when the ripple effect when standing on water.
|
||||
u8 water_shadow_ripple_tracker;
|
||||
// 0x221: Set if the current move being used was copied by Me First
|
||||
bool me_first_flag;
|
||||
bool8 me_first_flag;
|
||||
u8 field_0x222;
|
||||
u8 field_0x223;
|
||||
// Stat boosts from exclusive items with EXCLUSIVE_EFF_STAT_BOOST
|
||||
|
|
@ -786,17 +786,17 @@ struct monster {
|
|||
u32 exclusive_item_effect_flags[5];
|
||||
// 0x23C: Initialized to 0. Probably menu related only, seems to be set to true through the
|
||||
// menu.
|
||||
bool field_0x23c;
|
||||
bool8 field_0x23c;
|
||||
// 0x23F: When reviving a monster, temporarily set to true. Probably a visual indicator
|
||||
// of some kind?
|
||||
bool unk_revive_visual_tracker;
|
||||
bool8 unk_revive_visual_tracker;
|
||||
// 0x23E: Gets set to 0 before using an attack and gets set to 1 in LevelUp. Seems to stop
|
||||
// the rest of the attacks (ie from Swift Swim) from continuing. Possibly to avoid the
|
||||
// the monster leveling up and trying to use a move that was just overwritten by a new move?
|
||||
u8 field_0x23e;
|
||||
// 0x23F: Gets set to 1 when the move used won't use up any PP. Used to check if the
|
||||
// monster should lose extra PP from the ability Pressure.
|
||||
bool should_not_lose_pp;
|
||||
bool8 should_not_lose_pp;
|
||||
};
|
||||
|
||||
|
||||
|
|
@ -880,7 +880,7 @@ struct monster_summary {
|
|||
s32 exp; // 0x30
|
||||
u8 offensive_stats[2]; // 0x34: {atk, sp_atk}
|
||||
u8 defensive_stats[2]; // 0x36: {def, sp_def}
|
||||
bool is_team_leader; // 0x38
|
||||
bool8 is_team_leader; // 0x38
|
||||
u8 attack_boost; // 0x39: from things like Power Band, Munch Belt
|
||||
u8 special_attack_boost; // 0x3A
|
||||
u8 defense_boost; // 0x3B
|
||||
|
|
@ -895,7 +895,7 @@ struct monster_summary {
|
|||
u8 level_at_second_evo;
|
||||
// 0x44: Evolution status. In ground_mode, accounts for luminous spring being unlocked.
|
||||
u8 evo_status;
|
||||
bool inflicted_with_gastro_acid; // 0x45
|
||||
bool8 inflicted_with_gastro_acid; // 0x45
|
||||
u8 field_0x46;
|
||||
u8 field_0x47;
|
||||
u32 iq_skill_flags[3]; // 0x48
|
||||
|
|
@ -912,7 +912,7 @@ struct monster_summary {
|
|||
|
||||
// Info about a mission destination floor
|
||||
struct mission_destination_info {
|
||||
bool is_destination_floor; // 0x0: Whether or not the current floor is a mission destination
|
||||
bool8 is_destination_floor; // 0x0: Whether or not the current floor is a mission destination
|
||||
enum mission_type type; // 0x1:
|
||||
// 0x2: The meaning of this field depends on the type field; see union mission_subtype.
|
||||
u8 subtype;
|
||||
|
|
@ -935,15 +935,15 @@ struct mission_destination_info {
|
|||
enum fixed_room_id fixed_room_id;
|
||||
// 0x17: Related to missions where you have to obtain an item? Possibly related to the item
|
||||
// being picked up and/or destroyed?
|
||||
bool unk_mission_item_tracker1;
|
||||
bool8 unk_mission_item_tracker1;
|
||||
u8 field_0x18;
|
||||
u8 field_0x19;
|
||||
// 0x1A: Related to missions where you have to obtain an item? Possibly related to the item
|
||||
// being picked up and/or destroyed?
|
||||
bool unk_mission_item_tracker2;
|
||||
bool8 unk_mission_item_tracker2;
|
||||
// 0x1B: Will be set after the target enemy has been defeated.
|
||||
// If there are minions, this flag applies just to the main outlaw.
|
||||
bool target_enemy_is_defeated;
|
||||
bool8 target_enemy_is_defeated;
|
||||
};
|
||||
|
||||
// Contains data about a monster that spawns in a dungeon
|
||||
|
|
@ -987,13 +987,13 @@ struct floor_properties {
|
|||
// 0xB: Whether or not dead ends are allowed in the floor layout. If false, dead ends will be
|
||||
// corrected during floor generation (or rather, they should be, but the implementation is
|
||||
// buggy)
|
||||
bool allow_dead_ends;
|
||||
bool8 allow_dead_ends;
|
||||
// 0xC: Maximum number of secondary structures that can be generated on the floor
|
||||
u8 max_secondary_structures;
|
||||
// 0xD: room_flags: 1-byte bitfield
|
||||
bool f_secondary_structures : 1; // Whether secondary structures are allowed
|
||||
bool8 f_secondary_structures : 1; // Whether secondary structures are allowed
|
||||
u8 room_flags_unk1 : 1;
|
||||
bool f_room_imperfections : 1; // Whether room imperfections are allowed
|
||||
bool8 f_room_imperfections : 1; // Whether room imperfections are allowed
|
||||
u8 room_flags_unk3 : 5;
|
||||
|
||||
u8 field_0xe;
|
||||
|
|
@ -1101,44 +1101,44 @@ struct display_data {
|
|||
u8 visibility_range;
|
||||
// 0x22: True if the pokémon currently pointed by the camera has
|
||||
// the status_id::STATUS_BLINKER effect
|
||||
bool blinded;
|
||||
bool8 blinded;
|
||||
// 0x23: True after using a Luminous Orb or in floors where darkness is forcefully disabled
|
||||
bool luminous;
|
||||
bool8 luminous;
|
||||
// 0x24: If false and luminous is false as well, darkness will be displayed graphically.
|
||||
// This is set in dungeons that aren't naturally dark, and also in some fixed room floors.
|
||||
bool natural_lighting;
|
||||
bool8 natural_lighting;
|
||||
// 0x25: True if the pokémon currently pointed by the camera has the Map Surveyor IQ skill
|
||||
// active
|
||||
bool map_surveyor;
|
||||
bool8 map_surveyor;
|
||||
// 0x26: True if enemies should be shown on the map.
|
||||
// Seems to be a dependent property computed as
|
||||
// (leader has Power Ears status OR leader has X-Ray Specs equipped).
|
||||
// This is NOT affected by the luminous flag.
|
||||
bool can_see_enemies;
|
||||
bool8 can_see_enemies;
|
||||
// 0x27: True if items are being shown on the map. Similar to can_see_enemies.
|
||||
bool can_see_items;
|
||||
bool8 can_see_items;
|
||||
// 0x28: True if traps are being shown on the map. Similar to can_see_enemies.
|
||||
bool can_see_traps;
|
||||
bool8 can_see_traps;
|
||||
// 0x29: True if the pokémon currently pointed by the camera has the
|
||||
// status_id::STATUS_CROSS_EYED effect.
|
||||
// Causes all entities to be displayed as green circles on the map.
|
||||
bool hallucinating;
|
||||
bool can_see_stairs; // 0x2A: True if stairs are being shown on the map
|
||||
bool8 hallucinating;
|
||||
bool8 can_see_stairs; // 0x2A: True if stairs are being shown on the map
|
||||
u8 field_0x2B; // 0x2B: Initialized to 0
|
||||
u8 field_0x2C;
|
||||
bool darkness; // 0x2D: True if there's darkness on the floor
|
||||
bool8 darkness; // 0x2D: True if there's darkness on the floor
|
||||
u8 field_0x2E; // 0x2E: Initialized to 1
|
||||
// 0x2F: True if the leader is being pointed by the camera right now. If false, UI digits will
|
||||
// be displayed in green.
|
||||
bool leader_pointed;
|
||||
bool8 leader_pointed;
|
||||
u8 field_0x30; // 0x30: Initialized to 1
|
||||
// 0x31: Set to 1 when losing in a dungeon. Seems to cause display_data::0x38 to
|
||||
// display_data::leader_max_hp_touch_screen to become 0xFFFF (-1).
|
||||
bool unk_fade_to_black_tracker;
|
||||
bool8 unk_fade_to_black_tracker;
|
||||
u8 field_0x32; // 0x32: Initialized to 0
|
||||
u8 field_0x33; // 0x33: Initialized to 0
|
||||
u8 field_0x34; // 0x34: Is used, related to lighting?
|
||||
bool team_menu_or_grid; // 0x35: True when the team menu is opened or while Y is being held
|
||||
bool8 team_menu_or_grid; // 0x35: True when the team menu is opened or while Y is being held
|
||||
// Derived from internal direction in leader info block
|
||||
enum direction_id leader_target_direction; // 0x36
|
||||
enum direction_id leader_target_direction_mirror; // 0x37
|
||||
|
|
@ -1156,10 +1156,10 @@ struct display_data {
|
|||
|
||||
// Used during floor generation to keep track of what entities should be spawned where
|
||||
struct spawn_flags {
|
||||
bool f_stairs : 1;
|
||||
bool f_item : 1;
|
||||
bool f_trap : 1;
|
||||
bool f_monster : 1;
|
||||
bool8 f_stairs : 1;
|
||||
bool8 f_item : 1;
|
||||
bool8 f_trap : 1;
|
||||
bool8 f_monster : 1;
|
||||
u8 spawn_flags_unk4 : 4;
|
||||
u8 spawn_flags_unk8 : 8;
|
||||
};
|
||||
|
|
@ -1168,8 +1168,8 @@ struct spawn_flags {
|
|||
struct visibility_flags {
|
||||
// If f_revealed == true and f_visited == false, the tile will appear as gray on the map.
|
||||
// This happens, e.g., when a Luminous Orb is used.
|
||||
bool f_revealed : 1; // Revealed on the map.
|
||||
bool f_visited : 1; // Visited by the player
|
||||
bool8 f_revealed : 1; // Revealed on the map.
|
||||
bool8 f_visited : 1; // Visited by the player
|
||||
u8 visibility_flags_unk2 : 6;
|
||||
u8 visibility_flags_unk8 : 8;
|
||||
};
|
||||
|
|
@ -1200,30 +1200,30 @@ struct tile {
|
|||
//u16 terrain_flags;
|
||||
enum terrain_type terrain_type : 2;
|
||||
// This tile can be corner-cut when walking. Seemingly only used during dungeon generation.
|
||||
bool f_corner_cuttable : 1;
|
||||
bool8 f_corner_cuttable : 1;
|
||||
// Includes room tiles right next to a hallway, and branching points within corridors.
|
||||
// Only applies to natural halls, not ones made by Absolute Mover, not "hallways" made of
|
||||
// secondary terrain, etc. Used by the AI for navigation.
|
||||
bool f_natural_junction : 1;
|
||||
bool8 f_natural_junction : 1;
|
||||
// This tile is impassable, even with Absolute Mover/Mobile Scarf. Used for the map border,
|
||||
// key chamber walls, walls in boss battle rooms, etc.
|
||||
bool f_impassable_wall : 1;
|
||||
bool f_in_kecleon_shop : 1; // In a Kecleon Shop
|
||||
bool f_in_monster_house : 1; // In a Monster House
|
||||
bool terrain_flags_unk7 : 1;
|
||||
bool8 f_impassable_wall : 1;
|
||||
bool8 f_in_kecleon_shop : 1; // In a Kecleon Shop
|
||||
bool8 f_in_monster_house : 1; // In a Monster House
|
||||
bool8 terrain_flags_unk7 : 1;
|
||||
// Cannot be broken by Absolute Mover. Set naturally on key doors.
|
||||
bool f_unbreakable : 1;
|
||||
bool8 f_unbreakable : 1;
|
||||
// Tile is any type of "stairs" (normal stairs, Hidden Stairs, Warp Zone)
|
||||
bool f_stairs : 1;
|
||||
bool terrain_flags_unk10 : 1;
|
||||
bool f_key_door : 1; // Tile is a key door
|
||||
bool f_key_door_key_locked : 1; // Key door is locked and requires a Key to open
|
||||
bool8 f_stairs : 1;
|
||||
bool8 terrain_flags_unk10 : 1;
|
||||
bool8 f_key_door : 1; // Tile is a key door
|
||||
bool8 f_key_door_key_locked : 1; // Key door is locked and requires a Key to open
|
||||
// Key door is locked and requires an escort to open (for Sealed Chamber missions)
|
||||
bool f_key_door_escort_locked : 1;
|
||||
bool terrain_flags_unk14 : 1;
|
||||
bool8 f_key_door_escort_locked : 1;
|
||||
bool8 terrain_flags_unk14 : 1;
|
||||
// Tile is open terrain but unreachable from the stairs spawn point. Only set during dungeon
|
||||
// generation.
|
||||
bool f_unreachable_from_stairs : 1;
|
||||
bool8 f_unreachable_from_stairs : 1;
|
||||
|
||||
// 0x2: Seems to be used for spawning entities during dungeon generation, and for visibility
|
||||
// during dungeon play
|
||||
|
|
@ -1247,14 +1247,14 @@ struct tile {
|
|||
struct dungeon_generation_info {
|
||||
// 0x0: Set if the floor layout is guaranteed to be a Monster House, or the dungeon generation
|
||||
// algorithm fails
|
||||
bool force_create_monster_house;
|
||||
bool8 force_create_monster_house;
|
||||
// 0x1: Set if the locked door on the floor has already been opened.
|
||||
bool locked_door_opened;
|
||||
bool8 locked_door_opened;
|
||||
// 0x2: Set if a kecleon shop was properly spawned.
|
||||
bool kecleon_shop_spawned;
|
||||
bool8 kecleon_shop_spawned;
|
||||
// 0x3: When a non-zero value, the one-room orb will fail.
|
||||
u8 unk_one_room_flag;
|
||||
bool dough_seed_extra_poke_flag;
|
||||
bool8 dough_seed_extra_poke_flag;
|
||||
// 0x5: Room index of Monster House on the floor. 0xFF if there's no Monster House
|
||||
u8 monster_house_room;
|
||||
// 0x6: Related to when a monster from a fixed room faints. Maybe to check if the floor
|
||||
|
|
@ -1297,7 +1297,7 @@ struct trap {
|
|||
|
||||
// 0x2: flags: 1-byte bitfield
|
||||
//u8 flags;
|
||||
bool f_unbreakable : 1; // If true, the trap can't be broken (for example, using a Trapbust Orb)
|
||||
bool8 f_unbreakable : 1; // If true, the trap can't be broken (for example, using a Trapbust Orb)
|
||||
u8 flags_unk1 : 7;
|
||||
|
||||
u8 field_0x3;
|
||||
|
|
@ -1320,7 +1320,7 @@ struct enemy_spawn_stats {
|
|||
struct spawned_shopkeeper_data {
|
||||
enum monster_id monster_id; // 0x0: The id of the monster to spawn
|
||||
enum monster_behavior behavior; // 0x2: NPC behavior of the monster
|
||||
bool valid; // 0x3: Indicates that this spawn data is valid
|
||||
bool8 valid; // 0x3: Indicates that this spawn data is valid
|
||||
u8 pos_x; // 0x4
|
||||
u8 pos_y; // 0x5
|
||||
};
|
||||
|
|
@ -1409,52 +1409,52 @@ struct damage_calc_diag {
|
|||
// It seems like there's a bug in the code; aura bows do not contribute to this field.
|
||||
s8 item_sp_def_modifier;
|
||||
// 0x38: Whether or not Scope Lens or Sharpshooter boosted the critical hit rate of a move
|
||||
bool scope_lens_or_sharpshooter_activated;
|
||||
bool8 scope_lens_or_sharpshooter_activated;
|
||||
// 0x39: Whether or not the Patsy Band boosted the critical hit rate of a move
|
||||
bool patsy_band_activated;
|
||||
bool8 patsy_band_activated;
|
||||
// 0x3A: Whether or not Reflect or the Time Shield halved the damage from a physical move
|
||||
bool half_physical_damage_activated;
|
||||
bool8 half_physical_damage_activated;
|
||||
// 0x3B: Whether or not Light Screen or the Aqua Mantle halved the damage from a special move
|
||||
bool half_special_damage_activated;
|
||||
bool8 half_special_damage_activated;
|
||||
// 0x3C: Whether or not the Enhanced critical-hit rate status maxed out the critical hit rate
|
||||
// of a move
|
||||
bool focus_energy_activated;
|
||||
bool8 focus_energy_activated;
|
||||
// 0x3D: Whether or not Type-Advantage Master boosted the critical hit rate of a move
|
||||
bool type_advantage_master_activated;
|
||||
bool8 type_advantage_master_activated;
|
||||
// 0x3E: Whether or not a non-Normal-type move was dampened by Cloudy weather
|
||||
bool cloudy_drop_activated;
|
||||
bool8 cloudy_drop_activated;
|
||||
// 0x3F: Whether or not a Fire or Water move was affected by Rainy weather
|
||||
bool rain_multiplier_activated;
|
||||
bool8 rain_multiplier_activated;
|
||||
// 0x40: Whether or not a Fire or Water move was affected by Sunny weather
|
||||
bool sunny_multiplier_activated;
|
||||
bool8 sunny_multiplier_activated;
|
||||
// 0x41: Whether or a Fire move was dampened by Thick Fat or Heatproof
|
||||
bool fire_move_ability_drop_activated;
|
||||
bool8 fire_move_ability_drop_activated;
|
||||
// 0x42: Whether or not Flash Fire was activated at some point for Fire immunity
|
||||
bool flash_fire_activated;
|
||||
bool8 flash_fire_activated;
|
||||
// 0x43: Whether or not Levitate was activated at some point for Ground immunity
|
||||
bool levitate_activated;
|
||||
bool torrent_boost_activated; // 0x44: Whether or not a Water move was boosted by Torrent
|
||||
bool overgrow_boost_activated; // 0x45: Whether or not a Grass move was boosted by Overgrow
|
||||
bool swarm_boost_activated; // 0x46: Whether or not a Bug move was boosted by Swarm
|
||||
bool8 levitate_activated;
|
||||
bool8 torrent_boost_activated; // 0x44: Whether or not a Water move was boosted by Torrent
|
||||
bool8 overgrow_boost_activated; // 0x45: Whether or not a Grass move was boosted by Overgrow
|
||||
bool8 swarm_boost_activated; // 0x46: Whether or not a Bug move was boosted by Swarm
|
||||
// 0x47: Whether or not a Fire move was boosted by either Blaze or Dry Skin
|
||||
bool fire_move_ability_boost_activated;
|
||||
bool8 fire_move_ability_boost_activated;
|
||||
// 0x48: Whether or not Scrappy was activated at some point to bypass immunity
|
||||
bool scrappy_activated;
|
||||
bool8 scrappy_activated;
|
||||
// 0x49: Whether or not Super Luck boosted the critical hit rate for a move
|
||||
bool super_luck_activated;
|
||||
bool8 super_luck_activated;
|
||||
// 0x4A: Whether or not Sniper boosted the critical hit damage multiplier for a move
|
||||
bool sniper_activated;
|
||||
bool stab_boost_activated; // 0x4B: Whether or not STAB was activated for a move
|
||||
bool8 sniper_activated;
|
||||
bool8 stab_boost_activated; // 0x4B: Whether or not STAB was activated for a move
|
||||
// 0x4C: Whether or not an Electric move was dampened by either Mud Sport or Fog
|
||||
bool electric_move_dampened;
|
||||
bool8 electric_move_dampened;
|
||||
// 0x4D: Whether or not Water Sport was activated by a Fire move
|
||||
bool water_sport_drop_activated;
|
||||
bool charge_boost_activated; // 0x4E: Whether or not Charge was activated by an Electric move
|
||||
bool8 water_sport_drop_activated;
|
||||
bool8 charge_boost_activated; // 0x4E: Whether or not Charge was activated by an Electric move
|
||||
u8 field_0x4f;
|
||||
// 0x50: Whether or not a Ghost type's immunity to Normal/Fighting was activated at some point
|
||||
bool ghost_immunity_activated;
|
||||
bool8 ghost_immunity_activated;
|
||||
// 0x51: Whether or not a defender took less damage due to the Charging Skull Bash status
|
||||
bool skull_bash_defense_boost_activated;
|
||||
bool8 skull_bash_defense_boost_activated;
|
||||
u8 field_0x52;
|
||||
u8 field_0x53;
|
||||
};
|
||||
|
|
|
|||
|
|
@ -7,28 +7,28 @@
|
|||
struct move {
|
||||
// 0x0: flags0: 1-byte bitfield
|
||||
u8 flags0;
|
||||
/* bool f_exists : 1; // This move will show up in the move list */
|
||||
/* bool f_subsequent_in_link_chain : 1; // This move is in a link chain, but not the first move */
|
||||
/* bool f_enabled_for_ai : 1; // AI can use this move */
|
||||
/* bool f_set : 1; // Usable by L+A */
|
||||
/* bool f_last_used : 1; // This move was the last one used (for things like Torment?) */
|
||||
/* bool f_disabled : 1; // For Torment (and maybe others) */
|
||||
/* bool8 f_exists : 1; // This move will show up in the move list */
|
||||
/* bool8 f_subsequent_in_link_chain : 1; // This move is in a link chain, but not the first move */
|
||||
/* bool8 f_enabled_for_ai : 1; // AI can use this move */
|
||||
/* bool8 f_set : 1; // Usable by L+A */
|
||||
/* bool8 f_last_used : 1; // This move was the last one used (for things like Torment?) */
|
||||
/* bool8 f_disabled : 1; // For Torment (and maybe others) */
|
||||
/* u8 flags0_unk6 : 2; */
|
||||
|
||||
u8 field_0x1;
|
||||
|
||||
// 0x2: flags2: 2-byte bitfield
|
||||
u16 flags2;
|
||||
/* bool f_sealed : 1; // Sealed by a Seal Trap. Also prevents AI from using this move */
|
||||
/* bool8 f_sealed : 1; // Sealed by a Seal Trap. Also prevents AI from using this move */
|
||||
/* u16 flags2_unk1 : 2; */
|
||||
/* bool f_consume_pp : 1; // This move will consume PP this turn */
|
||||
/* bool f_consume_2_pp : 1; // Consume 2 PP this turn. No effect unless f_consume_pp is set */
|
||||
/* bool8 f_consume_pp : 1; // This move will consume PP this turn */
|
||||
/* bool8 f_consume_2_pp : 1; // Consume 2 PP this turn. No effect unless f_consume_pp is set */
|
||||
/* u16 flags2_unk5 : 1; */
|
||||
/* // Consume 4 PP this turn. No effect unless f_consume_pp is set, overrides f_consume_2_pp */
|
||||
/* bool f_consume_4_pp : 1; */
|
||||
/* bool8 f_consume_4_pp : 1; */
|
||||
/* u16 flags2_unk7 : 1; */
|
||||
/* u16 flags2_unk8 : 1; */
|
||||
/* bool f_exclusive_item_pp_boost : 1; // A PP-boosting exclusive item is in effect */
|
||||
/* bool8 f_exclusive_item_pp_boost : 1; // A PP-boosting exclusive item is in effect */
|
||||
/* u16 flags3_unk10 : 6; */
|
||||
|
||||
enum move_id id : 16; // 0x4
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__022EC608(struct entity *entity);
|
||||
bool8 EntityIsValid__022EC608(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_022EC608_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__022ECDC0(struct entity *entity);
|
||||
bool8 EntityIsValid__022ECDC0(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_022ECDC0_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__022EE348(struct entity *entity);
|
||||
bool8 EntityIsValid__022EE348(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_022EE348_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__022EF7A0(struct entity *entity);
|
||||
bool8 EntityIsValid__022EF7A0(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_022EF7A0_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__022F0590(struct entity *entity);
|
||||
bool8 EntityIsValid__022F0590(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_022F0590_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__022F528C(struct entity *entity);
|
||||
bool8 EntityIsValid__022F528C(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_022F528C_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__022F62A8(struct entity *entity);
|
||||
bool8 EntityIsValid__022F62A8(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_022F62A8_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__022F7364(struct entity *entity);
|
||||
bool8 EntityIsValid__022F7364(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_022F7364_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__022FC99C(struct entity *entity);
|
||||
bool8 EntityIsValid__022FC99C(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_022FC99C_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__022FED98(struct entity *entity);
|
||||
bool8 EntityIsValid__022FED98(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_022FED98_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__023000E4(struct entity *entity);
|
||||
bool8 EntityIsValid__023000E4(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_023000E4_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__02302A38(struct entity *entity);
|
||||
bool8 EntityIsValid__02302A38(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02302A38_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__023047B8(struct entity *entity);
|
||||
bool8 EntityIsValid__023047B8(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_023047B8_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__0230558C(struct entity *entity);
|
||||
bool8 EntityIsValid__0230558C(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_0230558C_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__02305C04(struct entity *entity);
|
||||
bool8 EntityIsValid__02305C04(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02305C04_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__02307EF8(struct entity *entity);
|
||||
bool8 EntityIsValid__02307EF8(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02307EF8_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__0230827C(struct entity *entity);
|
||||
bool8 EntityIsValid__0230827C(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_0230827C_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__02308FBC(struct entity *entity);
|
||||
bool8 EntityIsValid__02308FBC(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02308FBC_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__0230E8F0(struct entity *entity);
|
||||
bool8 EntityIsValid__0230E8F0(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_0230E8F0_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__0230F008(struct entity *entity);
|
||||
bool8 EntityIsValid__0230F008(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_0230F008_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__02311010(struct entity *entity);
|
||||
bool8 EntityIsValid__02311010(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02311010_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__023118B4(struct entity *entity);
|
||||
bool8 EntityIsValid__023118B4(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_023118B4_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__02315118(struct entity *entity);
|
||||
bool8 EntityIsValid__02315118(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02315118_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__02318D34(struct entity *entity);
|
||||
bool8 EntityIsValid__02318D34(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02318D34_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__02318E4C(struct entity *entity);
|
||||
bool8 EntityIsValid__02318E4C(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02318E4C_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__02319F8C(struct entity *entity);
|
||||
bool8 EntityIsValid__02319F8C(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02319F8C_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__0231B194(struct entity *entity);
|
||||
bool8 EntityIsValid__0231B194(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_0231B194_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__0231CBC8(struct entity *entity);
|
||||
bool8 EntityIsValid__0231CBC8(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_0231CBC8_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__0231EDD8(struct entity *entity);
|
||||
bool8 EntityIsValid__0231EDD8(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_0231EDD8_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__0231F570(struct entity *entity);
|
||||
bool8 EntityIsValid__0231F570(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_0231F570_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__0231FBFC(struct entity *entity);
|
||||
bool8 EntityIsValid__0231FBFC(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_0231FBFC_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__0232017C(struct entity *entity);
|
||||
bool8 EntityIsValid__0232017C(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_0232017C_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__02320764(struct entity *entity);
|
||||
bool8 EntityIsValid__02320764(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02320764_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__02321438(struct entity *entity);
|
||||
bool8 EntityIsValid__02321438(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02321438_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__02325620(struct entity *entity);
|
||||
bool8 EntityIsValid__02325620(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02325620_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValidMoveEffects__0232800C(struct entity *entity);
|
||||
bool8 EntityIsValidMoveEffects__0232800C(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_0232800C_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValidMoveEffects__0232A3D8(struct entity *entity);
|
||||
bool8 EntityIsValidMoveEffects__0232A3D8(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_0232A3D8_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValidMoveEffects__0232C500(struct entity *entity);
|
||||
bool8 EntityIsValidMoveEffects__0232C500(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_0232C500_H
|
||||
|
|
|
|||
|
|
@ -7,13 +7,13 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValidMoveEffects__0232E250(struct entity *entity);
|
||||
bool8 EntityIsValidMoveEffects__0232E250(struct entity *entity);
|
||||
// Move effect: Defend Order
|
||||
// attacker: attacker pointer
|
||||
// defender: defender pointer
|
||||
// move: move
|
||||
// item_id: item ID
|
||||
// return: whether the move was successfully used
|
||||
bool DoMoveDefendOrder(struct entity* attacker, struct entity* defender, struct move* move, enum item_id item_id);
|
||||
bool8 DoMoveDefendOrder(struct entity* attacker, struct entity* defender, struct move* move, enum item_id item_id);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_0232E250_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__0232E840(struct entity *entity);
|
||||
bool8 EntityIsValid__0232E840(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_0232E840_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__02333FAC(struct entity *entity);
|
||||
bool8 EntityIsValid__02333FAC(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02333FAC_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__023350D8(struct entity *entity);
|
||||
bool8 EntityIsValid__023350D8(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_023350D8_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__02337CA8(struct entity *entity);
|
||||
bool8 EntityIsValid__02337CA8(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02337CA8_H
|
||||
|
|
|
|||
|
|
@ -5,15 +5,15 @@
|
|||
|
||||
// Gets the boost_kecleon_shop_spawn_chance field on the dungeon struct.
|
||||
// return: bool
|
||||
bool ShouldBoostKecleonShopSpawnChance(void);
|
||||
bool8 ShouldBoostKecleonShopSpawnChance(void);
|
||||
// Sets the boost_kecleon_shop_spawn_chance field on the dungeon struct to the given value.
|
||||
// boost: bool to set the flag to
|
||||
void SetShouldBoostKecleonShopSpawnChance(bool boost);
|
||||
// boost: bool8 to set the flag to
|
||||
void SetShouldBoostKecleonShopSpawnChance(bool8 boost);
|
||||
// Sets the boost_kecleon_shop_spawn_chance field on the dungeon struct depending on if a team member has the exclusive item effect for more kecleon shops.
|
||||
void UpdateShouldBoostKecleonShopSpawnChance(void);
|
||||
// Gets the dough_seed_extra_money_flag field on the dungeon struct.
|
||||
bool GetDoughSeedFlag(void);
|
||||
bool8 GetDoughSeedFlag(void);
|
||||
// Sets the dough_seed_extra_money_flag field on the dungeon struct to the given value.
|
||||
void SetDoughSeedFlag(bool flag);
|
||||
void SetDoughSeedFlag(bool8 flag);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02338548_H
|
||||
|
|
|
|||
|
|
@ -4,11 +4,11 @@
|
|||
#include "util.h"
|
||||
|
||||
// Checks if the current floor is the Secret Bazaar.
|
||||
bool IsSecretBazaar();
|
||||
bool8 IsSecretBazaar();
|
||||
// Gets the boost_hidden_stairs_spawn_chance field on the dungeon struct.
|
||||
bool ShouldBoostHiddenStairsSpawnChance();
|
||||
bool8 ShouldBoostHiddenStairsSpawnChance();
|
||||
// Sets the boost_hidden_stairs_spawn_chance field on the dungeon struct to the given value.
|
||||
// should_boost: bool to set the flag to
|
||||
void SetShouldBoostHiddenStairsSpawnChance(bool should_boost);
|
||||
// should_boost: bool8 to set the flag to
|
||||
void SetShouldBoostHiddenStairsSpawnChance(bool8 should_boost);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02338604_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__02344AF8(struct entity *entity);
|
||||
bool8 EntityIsValid__02344AF8(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02344AF8_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__02345698(struct entity *entity);
|
||||
bool8 EntityIsValid__02345698(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02345698_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__02347BA4(struct entity *entity);
|
||||
bool8 EntityIsValid__02347BA4(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_02347BA4_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__0234987C(struct entity *entity);
|
||||
bool8 EntityIsValid__0234987C(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_0234987C_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__0234DDD0(struct entity *entity);
|
||||
bool8 EntityIsValid__0234DDD0(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_0234DDD0_H
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@
|
|||
// Checks if an entity pointer points to a valid entity (not entity type 0, which represents no entity).
|
||||
// entity: entity pointer
|
||||
// return: bool
|
||||
bool EntityIsValid__0234EC14(struct entity *entity);
|
||||
bool8 EntityIsValid__0234EC14(struct entity *entity);
|
||||
|
||||
#endif //PMDSKY_OVERLAY_29_0234EC14_H
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
|
||||
typedef s32 fx32_8; // 32-bit signed fixed-point number with 8 fraction bits
|
||||
typedef u32 ufx32_8; // 32-bit unsigned fixed-point number with 8 fraction bits
|
||||
typedef u8 bool;
|
||||
typedef u8 bool8;
|
||||
|
||||
// RGBA8 structure. Sometimes alpha is ignored and only used for padding
|
||||
struct rgba {
|
||||
|
|
|
|||
2
src/dg.c
2
src/dg.c
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
// file starts at 0x022dea5c
|
||||
|
||||
bool EntityIsValid__022E0354(struct entity *entity)
|
||||
bool8 EntityIsValid__022E0354(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
// file starts at 0x022e26b68
|
||||
|
||||
bool EntityIsValid__022E32E8(struct entity *entity)
|
||||
bool8 EntityIsValid__022E32E8(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
// file starts at 0x022e35e4
|
||||
|
||||
bool EntityIsValid__022E37B8(struct entity *entity)
|
||||
bool8 EntityIsValid__022E37B8(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
// file starts at 0x022e1608
|
||||
|
||||
bool EntityIsValid__022E1A1C(struct entity *entity)
|
||||
bool8 EntityIsValid__022E1A1C(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
// file starts at 0x022e9020
|
||||
|
||||
bool EntityIsValid__022E95F4(struct entity *entity)
|
||||
bool8 EntityIsValid__022E95F4(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_022EC608.h"
|
||||
|
||||
bool EntityIsValid__022EC608(struct entity *entity)
|
||||
bool8 EntityIsValid__022EC608(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_022ECDC0.h"
|
||||
|
||||
bool EntityIsValid__022ECDC0(struct entity *entity)
|
||||
bool8 EntityIsValid__022ECDC0(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_022EE348.h"
|
||||
|
||||
bool EntityIsValid__022EE348(struct entity *entity)
|
||||
bool8 EntityIsValid__022EE348(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_022EF7A0.h"
|
||||
|
||||
bool EntityIsValid__022EF7A0(struct entity *entity)
|
||||
bool8 EntityIsValid__022EF7A0(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_022F0590.h"
|
||||
|
||||
bool EntityIsValid__022F0590(struct entity *entity)
|
||||
bool8 EntityIsValid__022F0590(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_022F528C.h"
|
||||
|
||||
bool EntityIsValid__022F528C(struct entity *entity)
|
||||
bool8 EntityIsValid__022F528C(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_022F62A8.h"
|
||||
|
||||
bool EntityIsValid__022F62A8(struct entity *entity)
|
||||
bool8 EntityIsValid__022F62A8(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_022F7364.h"
|
||||
|
||||
bool EntityIsValid__022F7364(struct entity *entity)
|
||||
bool8 EntityIsValid__022F7364(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_022FC99C.h"
|
||||
|
||||
bool EntityIsValid__022FC99C(struct entity *entity)
|
||||
bool8 EntityIsValid__022FC99C(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
#include "overlay_29_022FED98.h"
|
||||
|
||||
#ifndef EUROPE
|
||||
bool EntityIsValid__022FED98(struct entity *entity)
|
||||
bool8 EntityIsValid__022FED98(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
#include "overlay_29_022FED98.h"
|
||||
|
||||
#ifdef EUROPE
|
||||
bool EntityIsValid__022FED98(struct entity *entity)
|
||||
bool8 EntityIsValid__022FED98(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_023000E4.h"
|
||||
|
||||
bool EntityIsValid__023000E4(struct entity *entity)
|
||||
bool8 EntityIsValid__023000E4(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_02302A38.h"
|
||||
|
||||
bool EntityIsValid__02302A38(struct entity *entity)
|
||||
bool8 EntityIsValid__02302A38(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_023047B8.h"
|
||||
|
||||
bool EntityIsValid__023047B8(struct entity *entity)
|
||||
bool8 EntityIsValid__023047B8(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_0230558C.h"
|
||||
|
||||
bool EntityIsValid__0230558C(struct entity *entity)
|
||||
bool8 EntityIsValid__0230558C(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_02305C04.h"
|
||||
|
||||
bool EntityIsValid__02305C04(struct entity *entity)
|
||||
bool8 EntityIsValid__02305C04(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_02307EF8.h"
|
||||
|
||||
bool EntityIsValid__02307EF8(struct entity *entity)
|
||||
bool8 EntityIsValid__02307EF8(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_0230827C.h"
|
||||
|
||||
bool EntityIsValid__0230827C(struct entity *entity)
|
||||
bool8 EntityIsValid__0230827C(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -11,22 +11,22 @@
|
|||
|
||||
extern struct dungeon *DUNGEON_PTR[];
|
||||
|
||||
extern void EndFrozenClassStatus(struct entity * pokemon, struct entity *target, bool log);
|
||||
extern bool ShouldRunMonsterAi(struct entity *pokemon);
|
||||
extern bool CheckVariousConditions(struct entity *pokemon);
|
||||
extern void EndFrozenClassStatus(struct entity * pokemon, struct entity *target, bool8 log);
|
||||
extern bool8 ShouldRunMonsterAi(struct entity *pokemon);
|
||||
extern bool8 CheckVariousConditions(struct entity *pokemon);
|
||||
extern void SubstitutePlaceholderStringTags(u8 *buffer, struct entity *entity, u32 param_3);
|
||||
extern void LogMessageByIdWithPopupCheckUser(struct entity *pokemon, u32 message_id);
|
||||
extern void AiDecideUseItem(struct entity *pokemon);
|
||||
extern bool HasStatusThatPreventsActing(struct entity *pokemon);
|
||||
extern bool8 HasStatusThatPreventsActing(struct entity *pokemon);
|
||||
extern void ClearMonsterActionFields(struct action_data *action_pointer);
|
||||
extern void SetActionPassTurnOrWalk(struct action_data *action_pointer, s16 species);
|
||||
extern u32 DungeonRandInt(u32 cap);
|
||||
extern bool IqSkillIsEnabled(struct entity *pokemon, enum iq_skill_id iq_skill);
|
||||
extern bool8 IqSkillIsEnabled(struct entity *pokemon, enum iq_skill_id iq_skill);
|
||||
extern void ChooseAiMove(struct entity *pokemon);
|
||||
extern bool GetCanMoveFlag(s16 index);
|
||||
extern void AiMovement(struct entity *pokemon, bool show_run_away_effect);
|
||||
extern bool8 GetCanMoveFlag(s16 index);
|
||||
extern void AiMovement(struct entity *pokemon, bool8 show_run_away_effect);
|
||||
extern void SetDecoyAiTracker(struct entity* entity);
|
||||
extern bool CanSeeTarget(struct entity *entity, struct entity *target_entity);
|
||||
extern bool8 CanSeeTarget(struct entity *entity, struct entity *target_entity);
|
||||
|
||||
static inline struct monster *GetEntInfo(struct entity *ent)
|
||||
{
|
||||
|
|
@ -70,7 +70,7 @@ void RunMonsterAi(struct entity *pokemon, u32 unused)
|
|||
for (s32 i = 0; i < DUNGEON_MAX_POKEMON; i++)
|
||||
{
|
||||
struct entity *target = DUNGEON_PTR[0]->active_monster_ptrs[i];
|
||||
bool entity_is_valid;
|
||||
bool8 entity_is_valid;
|
||||
if (target == NULL)
|
||||
{
|
||||
entity_is_valid = FALSE;
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_02308FBC.h"
|
||||
|
||||
bool EntityIsValid__02308FBC(struct entity *entity)
|
||||
bool8 EntityIsValid__02308FBC(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_0230E8F0.h"
|
||||
|
||||
bool EntityIsValid__0230E8F0(struct entity *entity)
|
||||
bool8 EntityIsValid__0230E8F0(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_0230F008.h"
|
||||
|
||||
bool EntityIsValid__0230F008(struct entity *entity)
|
||||
bool8 EntityIsValid__0230F008(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_02311010.h"
|
||||
|
||||
bool EntityIsValid__02311010(struct entity *entity)
|
||||
bool8 EntityIsValid__02311010(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_023118B4.h"
|
||||
|
||||
bool EntityIsValid__023118B4(struct entity *entity)
|
||||
bool8 EntityIsValid__023118B4(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_02315118.h"
|
||||
|
||||
bool EntityIsValid__02315118(struct entity *entity)
|
||||
bool8 EntityIsValid__02315118(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_02318D34.h"
|
||||
|
||||
bool EntityIsValid__02318D34(struct entity *entity)
|
||||
bool8 EntityIsValid__02318D34(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_02318E4C.h"
|
||||
|
||||
bool EntityIsValid__02318E4C(struct entity *entity)
|
||||
bool8 EntityIsValid__02318E4C(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_02319F8C.h"
|
||||
|
||||
bool EntityIsValid__02319F8C(struct entity *entity)
|
||||
bool8 EntityIsValid__02319F8C(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_0231B194.h"
|
||||
|
||||
bool EntityIsValid__0231B194(struct entity *entity)
|
||||
bool8 EntityIsValid__0231B194(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_0231CBC8.h"
|
||||
|
||||
bool EntityIsValid__0231CBC8(struct entity *entity)
|
||||
bool8 EntityIsValid__0231CBC8(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_0231EDD8.h"
|
||||
|
||||
bool EntityIsValid__0231EDD8(struct entity *entity)
|
||||
bool8 EntityIsValid__0231EDD8(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_0231F570.h"
|
||||
|
||||
bool EntityIsValid__0231F570(struct entity *entity)
|
||||
bool8 EntityIsValid__0231F570(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_0231FBFC.h"
|
||||
|
||||
bool EntityIsValid__0231FBFC(struct entity *entity)
|
||||
bool8 EntityIsValid__0231FBFC(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_0232017C.h"
|
||||
|
||||
bool EntityIsValid__0232017C(struct entity *entity)
|
||||
bool8 EntityIsValid__0232017C(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#include "overlay_29_02320764.h"
|
||||
|
||||
bool EntityIsValid__02320764(struct entity *entity)
|
||||
bool8 EntityIsValid__02320764(struct entity *entity)
|
||||
{
|
||||
if (entity == NULL)
|
||||
{
|
||||
|
|
|
|||
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Reference in New Issue
Block a user