* Begin documenting party screen healthbar
* really minor rename of unnamed parameter
* Big rename that will probably cause issues bc VSCode's rename is not ideal
* should match
* document part of PartyManagementData struct
* apparently I missed these
idk how it build without them
* swap include order
* begin documenting unk_02084B70.c
* clean up parameter names a bit
* some more instances of windowLayout
* continue documenting fields of PartyManagementData
* more progress on PartyManagementData
* Revert PartyMenu_MakeSelection to sub_02083370 and remove enum
* name all unnamed PartyManagementData variables partyMan
* Move struct and update code.
* Update references
* Update references to use enum.
* More enum
* Small change.
* Rename files.
* Changes.
* Rename flags as coords.
* Rename to cursor info.
* Rename to party_menu_cursor
* Remove decl files and rename main ParticleSystem struct
* Document particle system new/init
* Document generic particle system functions
* Document particle system allocation functions
* Document remaining particle system getters and setters
* Particle system cleanup
* Rename particle system files
* Format files
* PR feedback
* Heap_AllocFromHeapAtEnd Heap ID breadcrums
* Consistent heapID capitalization
* More Heap IDs
* A little bit more Heap IDs
* More and more Heap IDs
* Stopping for today
* MOAR
* more and more
* Back from the Heap ID mines
* A couple more
* Coins scr commands
* Game Corner messages
* GoToIfCannotAddCoins macro
* CheckMoney
* Using GoToIfNotEnoughMoney
* Most of Game Corner script documented
* Some slot machine documentation
* AddToGameRecord
* Last scr commands but 1
* Format
* Fix typo
* initial documentation of unk_0207070C->field moves
* changes for PR suggestions + menu taskdata
* symbols in FieldMoveTaskData + fieldMoveMon done
* function name changes, document badges, cleanup
* Use enum FieldMoveError as return type for FieldMoveErrContext functions
* badge enum and bool constants
---------
Co-authored-by: Rachel <lhearachel@proton.me>
This documents the following fields in the map load mode struct:
- `useSeparateTerrainAttributes`: whether to load terrain attributes
using the separate terrain attributes module.
- `separateTerrainAttributesBlockCount`: the number of terrain
attributes block to load when using the separate terrain attributes
module. Each block corresponds to the terrain attributes contained in
a land data file.
Note: when using the simple terrain collisions in a map load mode, it is
mandatory to also use the separate terrain attributes module, as this is
where the terrain collision manager will get terrain attributes.
Signed-off-by: Kuruyia <github@kuruyia.net>
This documents the `unk_02027F50.c` file, which is in charge of managing
data used by some maps to be more dynamic, and that needs to be
persisted in the save file. Examples include Sunyshore Gym's bridges
rotation, Pastoria Gym's water level, Canalave Gym's platform
positions...
This also documents related code in the save data module, and names
constants used as IDs for identifying the map that is currently using
dynamic features.
Signed-off-by: Kuruyia <github@kuruyia.net>
This documents the `unk_02054D00.c` file, which is in charge of managing
height, collision and tile behavior between the terrain and the
player/map objects.
Signed-off-by: Kuruyia <github@kuruyia.net>