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263 lines
15 KiB
Markdown
263 lines
15 KiB
Markdown
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## Overworld loop (pokecrystal)
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```
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<f>Primary functions</f> are denoted in red and using indentation
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<j>*[j<num>]*</j> means jumping ahead
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<k>*r<num>_<ret_value>*</k> means break/return from current function with a return value
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Horizontal line means end of loop
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Bold denotes not documented yet
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<c>This denotes a comment</c>
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```
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wMapStatus == MAPSTATUS_START:\
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$~~~~$wScriptRunning <= 0\
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$~~~~$wMapStatus ~ wMapStatusEnd <= 0
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wMapStatus == MAPSTATUS_START or wMapStatus == MAPSTATUS_ENTER:\
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$~~~~$**RunMapSetupScript**\
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$~~~~$hMapEntryMethod == MAPSETUP_CONNECTION:\
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$~~~~~~~~$wScriptFlags2 <= \$ff\
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$~~~~$hMapEntryMethod <= 0\
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$~~~~$wMapStatus <= MAPSTATUS_HANDLE
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---
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wMapStatus == MAPSTATUS_DONE:\
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$~~~~$*Exit overworld loop*
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---
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wMapStatus == MAPSTATUS_HANDLE: <c>the remainder of the code goes at this level</c>
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> wOverworldDelay <= 2 <c>2 is *MaxOverworldDelay*</c>\
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> wMapEventStatus == MAPEVENTS_ON:\
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>$~~~~$*Get joypad* <c>update hJoyDown, hJoyReleased, hJoyPressed</c>\
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>$~~~~$*Refresh pals*
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> HandleCmdQueue <c>runs cmds queued by callbacks of type MAPCALLBACK_CMDQUEUE that execute the writecmdqueue script. Used only for stone tables, where any boulder from that table that is on a pit tile is made to disappear.</c>
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> <f>MapEvents (wMapEventStatus == MAPEVENTS_ON):</f>
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>> <f>PlayerEvents (wScriptRunning == FALSE):</f> <c>wScriptRunning check not to interrupt a running script command with wait/delay mode like applymovement and deactivatefacing</c>
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>>> <f>CheckTrainerBattle:</f>\
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>>> *if seen by trainer (if any visible sprite is a trainer not yet beaten facing the player within line of sight)*:\
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>>>$~~~~$*update wSeenTrainerDistance, wSeenTrainerDirection, wSeenTrainerBank, hLastTalked*\
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>>>$~~~~$*load trainer data to wTempTrainer ~ wTempTrainerEnd*\
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>>>$~~~~$<j>[j1(PLAYEREVENT_SEENBYTRAINER)]</j>
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>>> <f>CheckTileEvent:</f>\
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>>> *if warp, coord event, step event, or wild encounter*:\
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>>> $~~~~$<j>[j1(PLAYEREVENT_CONNECTION / PLAYEREVENT_FALL / PLAYEREVENT_WARP / PLAYEREVENT_MAPSCRIPT / PLAYEREVENT_HATCH)]</j> <c>step events include: special phone call, repel, poison, happiness, egg, daycare, bike</c>\
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>>> $~~~~$*may also* CallScript(<coord_event_script> / Script_ReceivePhoneCall / RepelWoreOffScript / Script_MonFaintedToPoison / WildBattleScript / BugCatchingContestBattleScript)
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>>> <f>**RunMemScript**:</f>\
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>>> *if any script at wMapReentryScript*: <j>[j1]</j> <c>used for phone scripts</c>
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>>> <f>**RunSceneScript**:</f>\
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>>> *if scene event (wCurMapSceneScriptCount)*: <j>[j1(PLAYEREVENT_MAPSCRIPT)]</j>
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>>> <f>**CheckTimeEvents**:</f>\
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>>> *if any time event*: <j>[j1]</j> <c>used for bug contest, daily events</c>
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>>> <f>OWPlayerInput:</f>
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>>>> <f>PlayerMovement:</f>
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>>>>> <f>DoPlayerMovement:</f>
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>>>>> wCurInput <= hJoyDown <c>if BIKEFLAGS_DOWNHILL_F and hJoyDown & D_PAD == 0, instead load D_DOWN </c>\
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>>>>> wMovementAnimation <= movement_step_sleep\
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>>>>> wWalkingIntoEdgeWarp <= FALSE
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>>>>> <c>Tile collision checks below consist on reading the current tile *wPlayerTile* and comparing it to a *COLL_* constant or a range of *COLL_* constants.</c>\
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>>>>> <c>Tile permission checks below consist on reading the permissions of the tile that the player is walking into: *wTilePermissions* (applies only to *COLL_WALL*s) and *wWalkingTile* (*LAND_TILE*, *WATER_TILE*, or *WALL_TILE* for the tile in the walking direction; *WALL_TILE* permission is not the same as a *COLL_WALL* collision).</c>\
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>>>>> wPlayerState == PLAYER_NORMAL or wPlayerState = PLAYER_BIKE:\
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>>>>> $~~~~$*if on ice tile and wPlayerTurningDirection != 0: wCurInput <= current direction button*\
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>>>>> $~~~~$*update wWalkingDirection, wFacingDirection, wWalkingX, wWalkingY, wWalkingTile, based on wCurInput direction*\
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>>>>> $~~~~$*if whirlpool tile: <k>r1_player_movement = PLAYERMOVEMENT_FORCE_TURN</k>*\
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>>>>> $~~~~$*if waterfall tile: wWalkingDirection <= direction, DoStep(STEP_WALK), <k>r1_player_movement = PLAYERMOVEMENT_CONTINUE</k>*\
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>>>>> $~~~~$*if door/staircase/cave warp tile (non ladder/carpet): wWalkingDirection <= DOWN, DoStep(STEP_WALK), <k>r1_player_movement = PLAYERMOVEMENT_CONTINUE</k>*\
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>>>>> $~~~~$*if directions at wWalkingDirection and wPlayerDirection are not the same (turning): DoStep(STEP_TURN), <k>r1_player_movement = PLAYERMOVEMENT_TURN</k>*\
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>>>>> $~~~~$*if no bump (land tile permissions or NPC): DoStep(STEP_WALK / STEP_BIKE / STEP_ICE)*\
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>>>>> $~~~~~~~~$*if not leaving water: <k>r1_player_movement = PLAYERMOVEMENT_FINISH</k>*\
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>>>>> $~~~~~~~~$*if leaving water: wPlayerState <= PLAYER_NORMAL, reload music and sprites, and <k>r1_player_movement = PLAYERMOVEMENT_EXIT_WATER</k>*\
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>>>>> $~~~~$*if ledge tile: play sfx, DoStep(STEP_LEDGE), and <k>r1_player_movement = PLAYERMOVEMENT_JUMP</k>*\
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>>>>> $~~~~$*if carpet warp tile matching wWalkingDirection: wWalkingIntoEdgeWarp <= TRUE*\
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>>>>> $~~~~~~~~$*if directions at wWalkingDirection and wPlayerDirection are the same: load warp data, wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_sleep, and <k>r1_player_movement = PLAYERMOVEMENT_WARP</k>*\
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>>>>> $~~~~$wWalkingDirection == STANDING: wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_sleep\
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>>>>> $~~~~$wWalkingDirection != STANDING: if wWalkingIntoEdgeWarp == FALSE, *play bump sound*, wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_bump
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>>>>> wPlayerState == PLAYER_SURF:\
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>>>>> $~~~~$*if on ice tile and wPlayerTurningDirection != 0: wCurInput <= current direction button*\
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>>>>> $~~~~$*update wWalkingDirection, wFacingDirection: wWalkingX, wWalkingY, wWalkingTile, based on wCurInput direction*\
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>>>>> $~~~~$*if whirlpool tile: <k>r1_player_movement = PLAYERMOVEMENT_FORCE_TURN</k>*\
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>>>>> $~~~~$*if waterfall tile: wWalkingDirection <= direction, DoStep(STEP_WALK), <k>r1_player_movement = PLAYERMOVEMENT_CONTINUE</k>*\
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>>>>> $~~~~$*if door/staircase/cave warp tile (non ladder/carpet): wWalkingDirection <= DOWN, DoStep(STEP_WALK), <k>r1_player_movement = PLAYERMOVEMENT_CONTINUE</k>*\
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>>>>> $~~~~$*if directions at wWalkingDirection and wPlayerDirection are not the same (turning): DoStep(STEP_TURN), <k>r1_player_movement = PLAYERMOVEMENT_TURN</k>*\
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>>>>> $~~~~$*if no bump (water tile permissions or NPC): DoStep(STEP_WALK / STEP_BIKE / STEP_ICE)*\
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>>>>> $~~~~~~~~$*if not leaving water: <k>r1_player_movement = PLAYERMOVEMENT_FINISH</k>*\
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>>>>> $~~~~~~~~$*if leaving water: wPlayerState <= PLAYER_NORMAL, reload music and sprites, and <k>r1_player_movement = PLAYERMOVEMENT_EXIT_WATER</k>*\
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>>>>> $~~~~$wWalkingDirection == STANDING: wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_sleep\
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>>>>> $~~~~$wWalkingDirection != STANDING: if wWalkingIntoEdgeWarp == FALSE, *play bump sound*, wPlayerTurningDirection <= 0, wMovementAnimation <= movement_step_bump
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>>>>> wPlayerNextMovement <= wMovementAnimation\
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>>>>> <k>r1_player_movement = PLAYERMOVEMENT_NORMAL</k>
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>>>> r1_player_movement == PLAYERMOVEMENT_NORMAL or r1_player_movement == PLAYERMOVEMENT_JUMP or r1_player_movement == PLAYERMOVEMENT_FINISH: <k>r2_player_event = 0</k>\
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>>>> r1_player_movement == PLAYERMOVEMENT_WARP: <k>r2_player_event = PLAYEREVENT_WARP</k>\
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>>>> r1_player_movement == PLAYERMOVEMENT_TURN: <k>r2_player_event = PLAYEREVENT_JOYCHANGEFACING</k>\
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>>>> r1_player_movement == PLAYERMOVEMENT_FORCE_TURN: CallScript(Script_ForcedMovement), <k>r2_player_event = PLAYEREVENT_MAPSCRIPT</k> <c>CallScript returns PLAYEREVENT_MAPSCRIPT always</c>\
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>>>> r1_player_movement == PLAYERMOVEMENT_CONTINUE or r1_player_movement == PLAYERMOVEMENT_EXIT_WATER: <k>r2_player_event = -1</k>
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>>> r2_player_event == -1: <k>r3_player_event = 0</k> <c>in this case, apart from r2_player_event = -1, PlayerMovement has also returned nc</c>\
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>>> r2_player_event == 0: <c>in this case, apart from r2_player_event = 0, PlayerMovement has also returned nc</c>\
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>>> $~~~~$*if on ice tile and wPlayerTurningDirection != 0*: <j>[j2]</j>\
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>>> $~~~~$if A_BUTTON in hJoyPressed:\
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>>> $~~~~~~~~$*if facing to object event*: CallScript(<object's script>) and <k>r3_player_event = PLAYEREVENT_MAPSCRIPT</k> / <k>r3_player_event = PLAYEREVENT_ITEMBALL</k> / *load trainer data* and <k>r3_player_event = PLAYEREVENT_TALKTOTRAINER</k> <c>includes rock and boulder objects (PLAYEREVENT_MAPSCRIPT case)</c>\
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>>> $~~~~~~~~$*if bg event (signpost) in current coords and facing, and event's flag set if any*: CallScript(<event's script> / HiddenItemScript) and <k>r3_player_event = PLAYEREVENT_MAPSCRIPT</k>\
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>>> $~~~~~~~~$*if facing to collision event (use cut, whirlpool, waterfall, headbutt, surf)*: *call TryXOW, which returns with CallScript(AskXOW / CantXOW) and thus <k>r3_player_event = PLAYEREVENT_MAPSCRIPT</k>*\
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>>> $~~~~$hJoyPressed[SELECT_F] == TRUE:\
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>>> $~~~~~~~~$CallScript(SelectMenuScript) and <k>r3_player_event = PLAYEREVENT_MAPSCRIPT</k>\
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>>> $~~~~$hJoyPressed[START_F] == TRUE:\
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>>> $~~~~~~~~$CallScript(StartMenuScript) and <k>r3_player_event = PLAYEREVENT_MAPSCRIPT</k>\
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>>> <k>r3_player_event = r2_player_event</k> <c>in these instances is where PlayerMovement returned carry, so OWPlayerInput returns early</c>
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>>> r3_player_event == 0: <j>[j2]</j>
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>> <j>**[j1]**</j>\
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>> wScriptMode <= SCRIPT_READ\
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>> wScriptRunning <= *loaded script from whatever jumped straight to [j1] OR r3_player_event*
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>>> <f>DoPlayerEvent (wScriptRunning == TRUE and wScriptRunning != PLAYEREVENT_MAPSCRIPT):</f> <c>if there is a non-PLAYEREVENT_MAPSCRIPT script requested during this loop iteration, DoPlayerEvent pushes it to make it be executed by ScriptEvents. So the code up to [j2] below here **is actually executed by ScriptEvents and *NOT* right now**.</c>\
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>>> <c>All scripts below finish with the *end* script unless otherwise stated (e.g. by the *endall* script)</c>
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>>> wScriptRunning == PLAYEREVENT_SEENBYTRAINER:\
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>>> $~~~~$SeenByTrainerScript + StartBattleWithMapTrainerScript
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>>> wScriptRunning == PLAYEREVENT_TALKTOTRAINER:\
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>>> $~~~~$TalkToTrainerScript + StartBattleWithMapTrainerScript
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>>> wScriptRunning == PLAYEREVENT_ITEMBALL:\
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>>> $~~~~$FindItemInBallScript
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>>> wScriptRunning == PLAYEREVENT_CONNECTION:\
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>>> $~~~~$hMapEntryMethod <= MAPSETUP_CONNECTION\
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>>> $~~~~$wMapStatus <= MAPSTATUS_ENTER\
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>>> $~~~~$wScriptFlags[SCRIPT_RUNNING] = FALSE
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>>> wScriptRunning == PLAYEREVENT_WARP:\
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>>> $~~~~$*play warp sound*\
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>>> $~~~~$hMapEntryMethod <= MAPSETUP_DOOR\
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>>> $~~~~$wMapStatus <= MAPSTATUS_ENTER\
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>>> $~~~~$wScriptFlags[SCRIPT_RUNNING] = FALSE <c>this write is exactly what the 'end' script also does</c>
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>>> wScriptRunning == PLAYEREVENT_FALL:\
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>>> $~~~~$hMapEntryMethod <= MAPSETUP_FALL\
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>>> $~~~~$wMapStatus <= MAPSTATUS_ENTER\
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>>> $~~~~$wScriptFlags[SCRIPT_RUNNING] = FALSE\
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>>> $~~~~$*play fall sound 1*\
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>>> $~~~~$*apply fall movement*\
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>>> $~~~~$*play fall sound 2*
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>>> wScriptRunning == PLAYEREVENT_WHITEOUT:\
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>>> $~~~~$OverworldWhiteoutScript + Script_Whiteout <c>ends with hMapEntryMethod <= MAPSETUP_WARP + wMapStatus <= MAPSTATUS_ENTER + *endall*</c>
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>>> wScriptRunning == PLAYEREVENT_HATCH:\
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>>> $~~~~$OverworldHatchEgg
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>>> wScriptRunning == PLAYEREVENT_JOYCHANGEFACING:\
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>>> $~~~~$wScriptDelay <= 3\
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>>> $~~~~$wScriptMode <= SCRIPT_WAIT\
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>>> $~~~~$wScriptFlags[SCRIPT_RUNNING] = FALSE\
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>>> $~~~~$wScriptFlags2[4] == TRUE <c>enable wild encounters</c>
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>> <j>**[j2]**</j>\
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>> wScriptFlags2 <= 0
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>> <f>ScriptEvents:</f> <c>executes scripts requested this loop by CallScript (PLAYEREVENT_MAPSCRIPT)</c>
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>> wScriptFlags[SCRIPT_RUNNING] = TRUE\
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>> while wScriptFlags[SCRIPT_RUNNING] == TRUE: <c>breaks after *end* or similar script command</c>
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>> $~~~~$wScriptMode == SCRIPT_OFF:\
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>> $~~~~~~~~$wScriptFlags[SCRIPT_RUNNING] = FALSE
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>> $~~~~$wScriptMode == SCRIPT_READ:\
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>> $~~~~~~~~$**(...)**
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>> $~~~~$wScriptMode == SCRIPT_WAIT_MOVEMENT:\
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>> $~~~~~~~~$**(...)**
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>> $~~~~$wScriptMode == SCRIPT_WAIT:\
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>> $~~~~~~~~$**(...)**
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> wMapStatus != MAPSTATUS_HANDLE: <j>[j3]</j> <c>jump if any script during this iteration changed wMapStatus (some warp ocurred)</c>
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> <f>**HandleMapObjects**:</f>
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>> **HandleNPCStep** <c>**Includes player object!** At the beginning of each object, clears wPlayerStepVectorX, wPlayerStepVectorY, and wPlayerStepFlags, and sets wPlayerStepDirection to STANDING. HandleObjectStep is called for each visible object. This calls HandleStepType, which processes StepTypesJumptable by STEP_TYPE_. These functions manipulate wPlayerStepFlags among other things.</c>
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>> <f>_HandlePlayerStep (wPlayerStepFlags != 0):</f>
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>>> wPlayerStepFlags(PLAYERSTEP_START_F) == TRUE:\
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>>> $~~~~$wHandlePlayerStep <= 4\
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>>> $~~~~$*Scroll map in the direction at wPlayerStepDirection*\
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>>> $~~~~$wHandlePlayerStep <= wHandlePlayerStep - 1
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>>> $~~~~$wPlayerBGMapOffsetX <= wPlayerBGMapOffsetX - wPlayerStepVectorX\
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>>> $~~~~$wPlayerBGMapOffsetY <= wPlayerBGMapOffsetY - wPlayerStepVectorY\
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>>> else wPlayerStepFlags(PLAYERSTEP_STOP_F) == TRUE:\
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>>> $~~~~$*Increase or decrease wYCoord or wXCoord according to wPlayerStepDirection*\
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>>> $~~~~$wHandlePlayerStep <= wHandlePlayerStep - 1\
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>>> $~~~~$wHandlePlayerStep == 1: BufferScreen\
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>>> $~~~~$wHandlePlayerStep == 0: GetMovementPermissions <c>Update *wPlayerTile*, *wTilePermissions*, *wTileDown*, *wTileUp*, *wTileLeft*, and/or *wTileRight*</c>\
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>>> $~~~~$wPlayerBGMapOffsetX <= wPlayerBGMapOffsetX - wPlayerStepVectorX\
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>>> $~~~~$wPlayerBGMapOffsetY <= wPlayerBGMapOffsetY - wPlayerStepVectorY\
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>>> else wPlayerStepFlags(PLAYERSTEP_CONTINUE_F) == TRUE: <c>same as PLAYERSTEP_STOP_F case except don't update *wYCoord* or *wXCoord*</c>\
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>>> $~~~~$wHandlePlayerStep <= wHandlePlayerStep - 1\
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>>> $~~~~$wHandlePlayerStep == 1: BufferScreen\
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>>> $~~~~$wHandlePlayerStep == 0: GetMovementPermissions <c>Update wPlayerTile, wTilePermissions, wTileDown, wTileUp, wTileLeft, and/or wTileRight</c>\
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>>> $~~~~$wPlayerBGMapOffsetX <= wPlayerBGMapOffsetX - wPlayerStepVectorX\
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>>> $~~~~$wPlayerBGMapOffsetY <= wPlayerBGMapOffsetY - wPlayerStepVectorY
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>> **CheckObjectEnteringVisibleRange** (wPlayerStepFlags[PLAYERSTEP_STOP_F] == TRUE)
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> DelayFrames(wOverworldDelay)
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> <f>**HandleMapBackground**</f> <c>UpdateActiveSprites + ScrollScreen</c>
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> <f>CheckPlayerState:</f>\
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> wPlayerStepFlags[PLAYERSTEP_CONTINUE_F] == FALSE:\
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> $~~~~$wMapEventStatus <= MAPEVENTS_ON\
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> wPlayerStepFlags[PLAYERSTEP_CONTINUE_F] == TRUE and (wPlayerStepFlags[PLAYERSTEP_STOP_F] == FALSE or wPlayerStepFlags[PLAYERSTEP_MIDAIR_F] == TRUE):\
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> $~~~~$wMapEventStatus <= MAPEVENTS_OFF\
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> else:\
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> $~~~~$wScriptFlags2 <= \$ff\
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> $~~~~$wMapEventStatus <= MAPEVENTS_ON
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> <j>**[j3]**</j>
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---
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<c>***End of overworld loop. The remainder are intermediate functions***</c>
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---
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<c>Every script executed by ScriptEvents finishes with the some form of the **end** command. It returns (by updating wScriptPos and wScriptBank) to a parent script if any, and otherwise:</c>\
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wScriptRunning <= FALSE\
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wScriptMode <= SCRIPT_OFF\
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wScriptFlags[SCRIPT_RUNNING] = FALSE\
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<c>The **endall** command is like *end*, but also finishes parent scripts regardless.</c>
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---
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<f>DoStep:</f>
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wWalkingDirection == STANDING:\
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$~~~~$wPlayerTurningDirection <= 0\
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$~~~~$wMovementAnimation <= movement_step_sleep\
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else:\
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$~~~~$wMovementAnimation <= <step (type, direction)>\
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$~~~~$wPlayerTurningDirection <= \<direction> | 1 << 7\
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$~~~~$<c>then always returns PLAYERMOVEMENT_FINISH but often is overwritten by caller</c>
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---
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