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-rw-r--r--include/global.fieldmap.h11
1 files changed, 8 insertions, 3 deletions
diff --git a/include/global.fieldmap.h b/include/global.fieldmap.h
index 57d8d0a35..b3f5b1d42 100644
--- a/include/global.fieldmap.h
+++ b/include/global.fieldmap.h
@@ -4,6 +4,13 @@
#define OBJECT_EVENTS_COUNT 16
#define METATILE_COLLISION_MASK 0x0C00
+#define METATILE_ID_MASK 0x03FF
+#define METATILE_ID_UNDEFINED 0x03FF
+#define METATILE_ELEVATION_SHIFT 12
+#define METATILE_COLLISION_SHIFT 10
+#define METATILE_ELEVATION_MASK 0xF000
+
+#define METATILE_ID(tileset, name) (METATILE_##tileset##_##name)
enum
{
@@ -17,8 +24,6 @@ enum
typedef void (*TilesetCB)(void);
-#define METATILE_ID(tileset, name) (METATILE_##tileset##_##name)
-
struct Tileset
{
/*0x00*/ bool8 isCompressed;
@@ -280,7 +285,7 @@ struct PlayerAvatar /* 0x202E858 */
/*0x03*/ u8 tileTransitionState; // this is a transition running state: 00 is not moving, 01 is transition between tiles, 02 means you are on the frame in which you have centered on a tile but are about to keep moving, even if changing directions. 2 is also used for a ledge hop, since you are transitioning.
/*0x04*/ u8 spriteId;
/*0x05*/ u8 objectEventId;
- /*0x06*/ u8 unk6;
+ /*0x06*/ bool8 preventStep;
/*0x07*/ u8 gender;
u8 acroBikeState;
u8 unk9;