#include "global.h" #include "event_object_lock.h" #include "event_object_movement.h" #include "field_player_avatar.h" #include "script_movement.h" #include "task.h" extern u16 gSpecialVar_Facing; u8 gSelectedObjectEvent; bool8 walkrun_is_standing_still(void) { if (gPlayerAvatar.tileTransitionState == T_TILE_TRANSITION) return FALSE; else return TRUE; } void sub_8064CDC(u8 taskId) { if (walkrun_is_standing_still()) { sub_80594C0(); DestroyTask(taskId); } } bool8 sub_8064CFC(void) { if (FuncIsActiveTask(sub_8064CDC)) { return FALSE; } else { sub_80597F4(); return TRUE; } } void ScriptFreezeObjectEvents(void) { FreezeObjectEvents(); CreateTask(sub_8064CDC, 80); } void sub_8064D38(u8 taskId) { struct Task *task = &gTasks[taskId]; if (!task->data[0] && walkrun_is_standing_still() == TRUE) { sub_80594C0(); task->data[0] = 1; } if (!task->data[1] && !gObjectEvents[gSelectedObjectEvent].singleMovementActive) { FreezeObjectEvent(&gObjectEvents[gSelectedObjectEvent]); task->data[1] = 1; } if (task->data[0] && task->data[1]) DestroyTask(taskId); } bool8 sub_8064DB4(void) { if (FuncIsActiveTask(sub_8064D38)) { return FALSE; } else { sub_80597F4(); return TRUE; } } void LockSelectedObjectEvent(void) { u8 taskId; FreezeObjectEventsExceptOne(gSelectedObjectEvent); taskId = CreateTask(sub_8064D38, 80); if (!gObjectEvents[gSelectedObjectEvent].singleMovementActive) { FreezeObjectEvent(&gObjectEvents[gSelectedObjectEvent]); gTasks[taskId].data[1] = 1; } } void ScriptUnfreezeObjectEvents(void) { u8 playerObjectId = GetObjectEventIdByLocalIdAndMap(0xFF, 0, 0); ObjectEventClearHeldMovementIfFinished(&gObjectEvents[playerObjectId]); sub_80A2178(); UnfreezeObjectEvents(); } void unref_sub_8064E5C(void) { u8 playerObjectId; if (gObjectEvents[gSelectedObjectEvent].active) ObjectEventClearHeldMovementIfFinished(&gObjectEvents[gSelectedObjectEvent]); playerObjectId = GetObjectEventIdByLocalIdAndMap(0xFF, 0, 0); ObjectEventClearHeldMovementIfFinished(&gObjectEvents[playerObjectId]); sub_80A2178(); UnfreezeObjectEvents(); } void sub_8064EAC(void) { ObjectEventFaceOppositeDirection(&gObjectEvents[gSelectedObjectEvent], gSpecialVar_Facing); } void sub_8064ED4(void) { ObjectEventClearHeldMovementIfActive(&gObjectEvents[gSelectedObjectEvent]); }