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Diffstat (limited to 'src/roulette.c')
-rw-r--r--src/roulette.c42
1 files changed, 22 insertions, 20 deletions
diff --git a/src/roulette.c b/src/roulette.c
index 4173edcdb..adde16199 100644
--- a/src/roulette.c
+++ b/src/roulette.c
@@ -275,7 +275,7 @@ struct RouletteTable
struct Taillow taillow;
u16 ballSpeed;
u16 baseTravelDist;
- float var1C;
+ f32 var1C;
};
struct GridSelection
@@ -340,13 +340,13 @@ static EWRAM_DATA struct Roulette
s16 ballTravelDistFast;
u16 ballTravelDistMed;
u16 ballTravelDistSlow;
- float ballAngle;
- float ballAngleSpeed;
- float ballAngleAccel;
- float ballDistToCenter;
- float ballFallSpeed;
- float ballFallAccel;
- float varA0;
+ f32 ballAngle;
+ f32 ballAngleSpeed;
+ f32 ballAngleAccel;
+ f32 ballDistToCenter;
+ f32 ballFallSpeed;
+ f32 ballFallAccel;
+ f32 varA0;
u8 playTaskId;
u8 spinTaskId;
u8 filler_1[2];
@@ -1968,7 +1968,7 @@ static void ExitRoulette(u8 taskId)
gSpecialVar_0x8004 = TRUE;
else
gSpecialVar_0x8004 = FALSE;
- AlertTVOfNewCoinTotal(GetCoins());
+ TryPutFindThatGamerOnAir(GetCoins());
BeginHardwarePaletteFade(0xFF, 0, 0, 16, 0);
gTasks[taskId].func = Task_ExitRoulette;
}
@@ -2896,7 +2896,9 @@ static const union AnimCmd sAnim_CreditDigit[] =
ANIMCMD_FRAME(18, 0), // 9
// BUG: Animation not terminated properly
// Doesn't matter in practice, the frames are set directly and not looped
- //ANIMCMD_END
+#ifdef BUGFIX
+ ANIMCMD_END
+#endif
};
static const union AnimCmd *const sAnims_CreditDigit[] =
@@ -3389,7 +3391,7 @@ static void Task_AcceptMinBet(u8 taskId)
ClearStdWindowAndFrame(0, TRUE);
HideCoinsWindow();
FreeAllWindowBuffers();
- BeginNormalPaletteFade(0xFFFFFFFF, 0, 0, 16, RGB_BLACK);
+ BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 16, RGB_BLACK);
gPaletteFade.delayCounter = gPaletteFade.multipurpose2;
UpdatePaletteFade();
gTasks[taskId].func = Task_FadeToRouletteGame;
@@ -3948,7 +3950,7 @@ static s16 UpdateBallRelativeWheelAngle(struct Sprite *sprite)
static u8 UpdateSlotBelowBall(struct Sprite *sprite)
{
- sRoulette->hitSlot = UpdateBallRelativeWheelAngle(sprite) / (float) DEGREES_PER_SLOT;
+ sRoulette->hitSlot = UpdateBallRelativeWheelAngle(sprite) / (f32)DEGREES_PER_SLOT;
return sRoulette->hitSlot;
}
@@ -4050,7 +4052,7 @@ static void SpriteCB_UnstickBall_ShroomishBallFall(struct Sprite *sprite)
static void SpriteCB_UnstickBall_Shroomish(struct Sprite *sprite)
{
- float slotOffset, ballFallDist, ballFallSpeed;
+ f32 slotOffset, ballFallDist, ballFallSpeed;
UpdateBallPos(sprite);
switch (sprite->sBallAngle)
@@ -4233,7 +4235,7 @@ static void SpriteCB_RollBall_TryLand(struct Sprite *sprite)
}
else // fall left
{
- float temp;
+ f32 temp;
sRoulette->ballAngleSpeed = (temp = sRouletteTables[sRoulette->tableId].var1C) * 2.0f;
slotId = (sRoulette->hitSlot + NUM_ROULETTE_SLOTS - 1) % NUM_ROULETTE_SLOTS;
sRoulette->stuckHitSlot = sRoulette->hitSlot;
@@ -4279,7 +4281,7 @@ static void SpriteCB_RollBall_Slow(struct Sprite *sprite)
{
// Reached slot to land in
sRoulette->ballAngleAccel = 0.0f;
- sRoulette->ballAngleSpeed -= (float)(sRouletteTables[sRoulette->tableId].wheelSpeed)
+ sRoulette->ballAngleSpeed -= (f32)(sRouletteTables[sRoulette->tableId].wheelSpeed)
/ (sRouletteTables[sRoulette->tableId].wheelDelay + 1);
sprite->sState = 4;
sprite->callback = SpriteCB_RollBall_TryLand;
@@ -4304,8 +4306,8 @@ static void SpriteCB_RollBall_Medium(struct Sprite *sprite)
if (sRoulette->ballDistToCenter > 40.0f)
return;
- sRoulette->ballFallSpeed = -(4.0f / (float)(sRoulette->ballTravelDistSlow));
- sRoulette->ballAngleAccel = -(sRoulette->ballAngleSpeed / (float)(sRoulette->ballTravelDistSlow));
+ sRoulette->ballFallSpeed = -(4.0f / (f32)(sRoulette->ballTravelDistSlow));
+ sRoulette->ballAngleAccel = -(sRoulette->ballAngleSpeed / (f32)(sRoulette->ballTravelDistSlow));
sprite->animNum = 2;
sprite->animBeginning = TRUE;
sprite->animEnded = FALSE;
@@ -4320,8 +4322,8 @@ static void SpriteCB_RollBall_Fast(struct Sprite *sprite)
return;
m4aSongNumStartOrChange(SE_ROULETTE_BALL2);
- sRoulette->ballFallSpeed = -(20.0f / (float)(sRoulette->ballTravelDistMed));
- sRoulette->ballAngleAccel = ((1.0f - sRoulette->ballAngleSpeed) / (float)(sRoulette->ballTravelDistMed));
+ sRoulette->ballFallSpeed = -(20.0f / (f32)(sRoulette->ballTravelDistMed));
+ sRoulette->ballAngleAccel = ((1.0f - sRoulette->ballAngleSpeed) / (f32)(sRoulette->ballTravelDistMed));
sprite->animNum = 1;
sprite->animBeginning = TRUE;
sprite->animEnded = FALSE;
@@ -4558,7 +4560,7 @@ static void SpriteCB_ShroomishShakeScreen(struct Sprite *sprite)
static void SpriteCB_ShroomishFall(struct Sprite *sprite)
{
- float timer;
+ f32 timer;
sprite->data[1]++;
timer = sprite->data[1];
sprite->pos2.y = timer * 0.039f * timer;