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-rw-r--r--include/global.fieldmap.h16
1 files changed, 8 insertions, 8 deletions
diff --git a/include/global.fieldmap.h b/include/global.fieldmap.h
index 27b2b5593..1bba31073 100644
--- a/include/global.fieldmap.h
+++ b/include/global.fieldmap.h
@@ -56,7 +56,7 @@ struct BackupMapLayout
u16 *map;
};
-struct EventObjectTemplate
+struct ObjectEventTemplate
{
/*0x00*/ u8 localId;
/*0x01*/ u8 graphicsId;
@@ -116,12 +116,12 @@ struct BgEvent
struct MapEvents
{
- u8 eventObjectCount;
+ u8 objectEventCount;
u8 warpCount;
u8 coordEventCount;
u8 bgEventCount;
- struct EventObjectTemplate *eventObjects;
+ struct ObjectEventTemplate *objectEvents;
struct WarpEvent *warps;
struct CoordEvent *coordEvents;
struct BgEvent *bgEvents;
@@ -159,7 +159,7 @@ struct MapHeader
/* 0x1B */ u8 battleType;
};
-struct EventObject
+struct ObjectEvent
{
/*0x00*/ u32 active:1;
u32 singleMovementActive:1;
@@ -221,7 +221,7 @@ struct EventObject
/*size = 0x24*/
};
-struct EventObjectGraphicsInfo
+struct ObjectEventGraphicsInfo
{
/*0x00*/ u16 tileTag;
/*0x02*/ u16 paletteTag;
@@ -302,7 +302,7 @@ struct PlayerAvatar /* 0x202E858 */
/*0x02*/ u8 runningState; // this is a static running state. 00 is not moving, 01 is turn direction, 02 is moving.
/*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 eventObjectId;
+ /*0x05*/ u8 objectEventId;
/*0x06*/ bool8 preventStep;
/*0x07*/ u8 gender;
/*0x08*/ u8 acroBikeState; // 00 is normal, 01 is turning, 02 is standing wheelie, 03 is hopping wheelie
@@ -324,8 +324,8 @@ struct Camera
s32 y;
};
-extern struct EventObject gEventObjects[];
-extern u8 gSelectedEventObject;
+extern struct ObjectEvent gObjectEvents[];
+extern u8 gSelectedObjectEvent;
extern struct MapHeader gMapHeader;
extern struct PlayerAvatar gPlayerAvatar;