Rename _UpdateSprites to _UpdateActiveSprites and create UpdateActiveSprites in home back (along with the existing UpdateSprites)

This commit is contained in:
xCrystal
2023-10-21 18:46:56 +02:00
parent 961d2f0b6e
commit e9ad1f5612
7 changed files with 25 additions and 18 deletions

View File

@@ -240,7 +240,7 @@ HandleMapObjects:
ret
HandleMapBackground:
farcall _UpdateSprites
call UpdateActiveSprites
farcall ScrollScreen
ret

View File

@@ -2201,14 +2201,14 @@ RespawnPlayerAndOpponent:
jr z, .skip_opponent
call RespawnObject
.skip_opponent
call _UpdateSprites
call _UpdateActiveSprites
ret
RespawnPlayer:
call HideAllObjects
ld a, PLAYER
call RespawnObject
call _UpdateSprites
call _UpdateActiveSprites
ret
RespawnObject:
@@ -2754,13 +2754,13 @@ ResetObject:
db SPRITEMOVEDATA_STANDING_LEFT
db SPRITEMOVEDATA_STANDING_RIGHT
_UpdateSpritesAfterOffset::
_UpdateActiveSpritesAfterOffset::
ld a, [wVramState]
bit 0, a
ret z
jr _UpdateSprites.go
jr _UpdateActiveSprites.go
_UpdateSprites::
_UpdateActiveSprites::
ld a, [wVramState]
bit 0, a
ret z
@@ -3079,10 +3079,11 @@ InitSprites:
dw wObject12Struct
_UpdateSecondarySprites::
; this is a shorter _UpdateSprites for when only secondary sprites have changed since the last sprites update,
; but NOT expanded or shrinked, which would require to displace primary (NPC) sprites in OAM.
; this is a shorter _UpdateActiveSprites for when only secondary sprites
; have changed since the last sprites update, but NOT expanded or shrinked,
; which would require to displace primary (NPC) sprites in OAM.
; if it is detected that the size of secondary sprites has increased in the end,
; fall back to calling _UpdateSprites to avoid corruption.
; fall back to calling _UpdateActiveSprites to avoid corruption.
ld a, [wVramState]
bit 0, a
ret z
@@ -3105,7 +3106,7 @@ _UpdateSecondarySprites::
pop af
cp c
ret nc
jp _UpdateSprites
jp _UpdateActiveSprites
InitSecondarySprites:
ld a, [wDisplaySecondarySprites]

View File

@@ -984,7 +984,7 @@ Script_disappear:
ldh a, [hMapObjectIndex]
ld b, 1 ; set
call ApplyEventActionAppearDisappear
farcall _UpdateSprites
call UpdateActiveSprites
ret
ApplyEventActionAppearDisappear: