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Fix fakematchings and warnings in overworld.c
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30185ea16b
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@ -131,7 +131,7 @@ static void UpdateAllLinkPlayers(u16 *, s32);
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static u8 FlipVerticalAndClearForced(u8, u8);
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static u8 LinkPlayerGetCollision(u8, u8, s16, s16);
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static void CreateLinkPlayerSprite(u8, u8);
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static void GetLinkPlayerCoords(u8, u16 *, u16 *);
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static void GetLinkPlayerCoords(u8, s16 *, s16 *);
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static u8 GetLinkPlayerFacingDirection(u8);
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static u8 GetLinkPlayerElevation(u8);
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static u8 GetLinkPlayerIdAt(s16, s16);
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@ -2995,7 +2995,7 @@ static u8 GetSpriteForLinkedPlayer(u8 linkPlayerId)
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return objEvent->spriteId;
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}
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static void GetLinkPlayerCoords(u8 linkPlayerId, u16 *x, u16 *y)
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static void GetLinkPlayerCoords(u8 linkPlayerId, s16 *x, s16 *y)
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{
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u8 objEventId = gLinkPlayerObjectEvents[linkPlayerId].objEventId;
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struct ObjectEvent *objEvent = &gObjectEvents[objEventId];
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@ -3017,7 +3017,7 @@ static u8 GetLinkPlayerElevation(u8 linkPlayerId)
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return objEvent->currentElevation;
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}
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static s32 UNUSED GetLinkPlayerObjectStepTimer(u8 linkPlayerId)
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static s16 UNUSED GetLinkPlayerObjectStepTimer(u8 linkPlayerId)
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{
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u8 objEventId = gLinkPlayerObjectEvents[linkPlayerId].objEventId;
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struct ObjectEvent *objEvent = &gObjectEvents[objEventId];
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@ -3046,26 +3046,18 @@ static void SetPlayerFacingDirection(u8 linkPlayerId, u8 facing)
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u8 objEventId = linkPlayerObjEvent->objEventId;
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struct ObjectEvent *objEvent = &gObjectEvents[objEventId];
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if (linkPlayerObjEvent->active)
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if (!linkPlayerObjEvent->active)
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return;
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if (facing > FACING_FORCED_RIGHT)
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{
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if (facing > FACING_FORCED_RIGHT)
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{
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objEvent->triggerGroundEffectsOnMove = TRUE;
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}
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else
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{
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// This is a hack to split this code onto two separate lines, without declaring a local variable.
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// C++ style inline variables would be nice here.
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#define TEMP sLinkPlayerMovementModes[linkPlayerObjEvent->movementMode](linkPlayerObjEvent, objEvent, facing)
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sMovementStatusHandler[TEMP](linkPlayerObjEvent, objEvent);
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// Clean up the hack.
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#undef TEMP
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}
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objEvent->triggerGroundEffectsOnMove = TRUE;
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return;
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}
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}
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sMovementStatusHandler[sLinkPlayerMovementModes[linkPlayerObjEvent->movementMode](
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linkPlayerObjEvent, objEvent, facing)](linkPlayerObjEvent, objEvent);
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}
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static u8 MovementEventModeCB_Normal(struct LinkPlayerObjectEvent *linkPlayerObjEvent, struct ObjectEvent *objEvent, u8 dir)
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{
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