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Refactorize check button pressed (#340)
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commit
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23 changed files with 71 additions and 71 deletions
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@ -84,7 +84,7 @@ DisplayListMenuIDLoop::
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push af
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call PlaceMenuCursor
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pop af
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bit 0, a ; was the A button pressed?
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bit BIT_A_BUTTON, a
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jp z, .checkOtherKeys
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.buttonAPressed
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ld a, [wCurrentMenuItem]
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@ -168,12 +168,12 @@ DisplayListMenuIDLoop::
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res 6, [hl] ; turn on letter printing delay
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jp BankswitchBack
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.checkOtherKeys ; check B, SELECT, Up, and Down keys
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bit 1, a ; was the B button pressed?
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bit BIT_B_BUTTON, a
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jp nz, ExitListMenu ; if so, exit the menu
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bit 2, a ; was the select button pressed?
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bit BIT_SELECT, a
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jp nz, HandleItemListSwapping ; if so, allow the player to swap menu entries
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ld b, a
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bit 7, b ; was Down pressed?
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bit BIT_D_DOWN, b
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ld hl, wListScrollOffset
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jr z, .upPressed
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.downPressed
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@ -220,13 +220,13 @@ DisplayChooseQuantityMenu::
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.waitForKeyPressLoop
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call JoypadLowSensitivity
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ldh a, [hJoyPressed] ; newly pressed buttons
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bit 0, a ; was the A button pressed?
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bit BIT_A_BUTTON, a
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jp nz, .buttonAPressed
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bit 1, a ; was the B button pressed?
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bit BIT_B_BUTTON, a
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jp nz, .buttonBPressed
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bit 6, a ; was Up pressed?
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bit BIT_D_UP, a
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jr nz, .incrementQuantity
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bit 7, a ; was Down pressed?
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bit BIT_D_DOWN, a
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jr nz, .decrementQuantity
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jr .waitForKeyPressLoop
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.incrementQuantity
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