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-rwxr-xr-xengine/player_movement.asm100
1 files changed, 50 insertions, 50 deletions
diff --git a/engine/player_movement.asm b/engine/player_movement.asm
index d02d1e5b2..2f6660135 100755
--- a/engine/player_movement.asm
+++ b/engine/player_movement.asm
@@ -1,7 +1,7 @@
DoPlayerMovement:: ; 80000
call .GetDPad
- ld a, movement_step_sleep_1
+ ld a, movement_step_sleep
ld [MovementAnimation], a
xor a
ld [wd041], a
@@ -233,12 +233,12 @@ DoPlayerMovement:: ; 80000
; If the player is turning, change direction first. This also lets
; the player change facing without moving by tapping a direction.
- ld a, [wd04e]
+ ld a, [wPlayerTurningDirection]
cp 0
- jr nz, .asm_80169
+ jr nz, .not_turning
ld a, [WalkingDirection]
cp STANDING
- jr z, .asm_80169
+ jr z, .not_turning
ld e, a
ld a, [PlayerDirection]
@@ -246,7 +246,7 @@ DoPlayerMovement:: ; 80000
rrca
and 3
cp e
- jr z, .asm_80169
+ jr z, .not_turning
ld a, STEP_TURN
call .DoStep
@@ -254,7 +254,7 @@ DoPlayerMovement:: ; 80000
scf
ret
-.asm_80169
+.not_turning
xor a
ret
; 8016b
@@ -465,10 +465,10 @@ DoPlayerMovement:: ; 80000
ld a, [hl]
ld [MovementAnimation], a
- ld hl, .InPlace
+ ld hl, .FinishFacing
add hl, de
ld a, [hl]
- ld [wd04e], a
+ ld [wPlayerTurningDirection], a
ld a, 4
ret
@@ -481,54 +481,54 @@ DoPlayerMovement:: ; 80000
dw .SlideStep
dw .TurningStep
dw .BackJumpStep
- dw .InPlace
+ dw .FinishFacing
.SlowStep:
- slow_step_down
- slow_step_up
- slow_step_left
- slow_step_right
+ slow_step DOWN
+ slow_step UP
+ slow_step LEFT
+ slow_step RIGHT
.NormalStep:
- step_down
- step_up
- step_left
- step_right
+ step DOWN
+ step UP
+ step LEFT
+ step RIGHT
.FastStep:
- big_step_down
- big_step_up
- big_step_left
- big_step_right
+ big_step DOWN
+ big_step UP
+ big_step LEFT
+ big_step RIGHT
.JumpStep:
- jump_step_down
- jump_step_up
- jump_step_left
- jump_step_right
+ jump_step DOWN
+ jump_step UP
+ jump_step LEFT
+ jump_step RIGHT
.SlideStep:
- fast_slide_step_down
- fast_slide_step_up
- fast_slide_step_left
- fast_slide_step_right
+ fast_slide_step DOWN
+ fast_slide_step UP
+ fast_slide_step LEFT
+ fast_slide_step RIGHT
.BackJumpStep:
- jump_step_up
- jump_step_down
- jump_step_right
- jump_step_left
+ jump_step UP
+ jump_step DOWN
+ jump_step RIGHT
+ jump_step LEFT
.TurningStep:
- turn_step_down
- turn_step_up
- turn_step_left
- turn_step_right
-.InPlace:
- db $80 + movement_turn_head_down
- db $80 + movement_turn_head_up
- db $80 + movement_turn_head_left
- db $80 + movement_turn_head_right
+ turn_step DOWN
+ turn_step UP
+ turn_step LEFT
+ turn_step RIGHT
+.FinishFacing:
+ db $80 + DOWN
+ db $80 + UP
+ db $80 + LEFT
+ db $80 + RIGHT
; 802b3
.StandInPlace: ; 802b3
ld a, 0
- ld [wd04e], a
- ld a, movement_step_sleep_1
+ ld [wPlayerTurningDirection], a
+ ld a, movement_step_sleep
ld [MovementAnimation], a
xor a
ret
@@ -536,7 +536,7 @@ DoPlayerMovement:: ; 80000
._WalkInPlace: ; 802bf
ld a, 0
- ld [wd04e], a
+ ld [wPlayerTurningDirection], a
ld a, movement_step_bump
ld [MovementAnimation], a
xor a
@@ -549,7 +549,7 @@ DoPlayerMovement:: ; 80000
call CheckStandingOnIce
ret nc
- ld a, [wd04e]
+ ld a, [wPlayerTurningDirection]
cp 0
ret z
@@ -812,7 +812,7 @@ DoPlayerMovement:: ; 80000
; 80404
CheckStandingOnIce:: ; 80404
- ld a, [wd04e]
+ ld a, [wPlayerTurningDirection]
cp 0
jr z, .not_ice
cp $f0
@@ -833,14 +833,14 @@ CheckStandingOnIce:: ; 80404
ret
; 80422
-Function80422:: ; 80422
+StopPlayerForEvent:: ; 80422
ld hl, wPlayerNextMovement
- ld a, movement_step_sleep_1
+ ld a, movement_step_sleep
cp [hl]
ret z
ld [hl], a
ld a, 0
- ld [wd04e], a
+ ld [wPlayerTurningDirection], a
ret
; 80430