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Map/object/event renaming #1032
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Followup to #655. |
The label ObjectEvent::
jumptextfaceplayer ObjectEventText
ObjectEventText::
text_far _ObjectEventText
text_end And by many of the object_event 7, 3, SPRITE_RAIKOU, SPRITEMOVEDATA_POKEMON, 0, 0, -1, -1, PAL_NPC_BROWN, OBJECTTYPE_SCRIPT, 0, ObjectEvent, EVENT_BURNED_TOWER_B1F_BEASTS_1 This What are your thoughts Pfero? |
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I was referring to renaming it to ObjectEvent... But... I just realized I was probably overthinking it... As I forgot the wram addresses start with |
I updated my label recommendations in the original post. |
I know at this point we are probably tired of renaming these things... but I've always found their prefixes rather confusing... It is easy to get the two mixed up.
Reminder of how these work: Each
object_event
macro in the map header is loaded into themap_object
struct. When the object is visible on the screen, meets time of day requirements, and a few other checks, it is copied from themap_object
struct into theobject_struct
. When objects are no longer visible (unless a don't delete flag is specified), they are deleted fromobject_struct
.My recommendation is to rename the
object_struct
to something likeactive_object_struct
. There are a few other recommendations in regards to the macro name's, associated labels, and constants. See the original names on the left, and the recommended changes on the right.object_struct
wObjectStructs
wObjects
wPlayerStruct
/wPlayerSprite
wPlayerObject
/wPlayerObjectSprite
wObject#Struct
/wObject#Sprite
wObject#
/wObject#Sprite
OBJECT_LENGTH
map_object
object_event_struct
wMapObjects
wObjectEvents
wPlayerObject
/wPlayerObjectSprite
wPlayerObjectEvent
/wPlayerObjectEventSprite
wMap#Object
/wMap#ObjectSprite
wObjectEvent#
/wObjectEvent#Sprite
MAPOBJECT_LENGTH
OBJECT_EVENT_LENGTH
I am just opening this issue simply start a conversation... I too would like to avoid the unnecessary renaming of things if we are not all in agreeance. Thanks!
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