77// * Process all active entities' Process routine
88// * Entity Collision detection
99// * Animate all active entities
10+ // * Activate entities in the `Entity.activateNextFrame` list
1011// * Activate entities that enter the active window
11- // * Activate entities in the `Entity.tryToActivateAgain` list
1212// * Delete all entities in the `Entity.toDelete` list
1313//
1414//
@@ -32,7 +32,7 @@ namespace Entity {
3232
3333
3434// Previous entity being processed
35- // Used in TryToActivateAgain, ProcessActiveWindow and the entity loop.
35+ // Used in _ProcessActivateNextFrameList, _ProcessActiveWindow and the entity loop.
3636// (word address)
3737allocateTmpWord (_previousEntity)
3838
@@ -135,26 +135,26 @@ macro __ChangeEntityList_Y() {
135135}
136136
137137
138- // Processes the tryToActivateAgain entity list
138+ // Processes the activateNextFrame entity list
139139//
140140// For each entity in the list it will try to reactivate the entity and
141141// if it succeeds move it into its designated entity list.
142142//
143143// REQUIRES: 16 bit A, 16 bit Index, DB = 0x7e
144144//
145145// MODIFIES: DP
146- inline _ProcessTryToActivateAgainList () {
146+ inline _ProcessActivateNextFrameList () {
147147 assert16a ()
148148 assert16i ()
149149
150- function ProcessTryToActivateAgainList {
151- lda.w lists.tryToActivateAgain
150+ function ProcessActivateNextFrameList {
151+ lda.w lists.activateNextFrame
152152 beq EndLoop
153153
154154 // this allows _previousEntity variable to work on first item
155155 assert (BaseEntity.next == 0 )
156156
157- ldy.w # lists.tryToActivateAgain
157+ ldy.w # lists.activateNextFrame
158158 sty.w _previousEntity
159159
160160 Loop :
@@ -194,7 +194,7 @@ inline _ProcessTryToActivateAgainList() {
194194 __ChangeEntityList_Y ()
195195 // A = next entity address
196196 // z set if there are no more entities in the current list
197- // MUST NOT CHANGE _previousEntity as the entity is no longer in the tryToActivateAgain list
197+ // MUST NOT CHANGE _previousEntity as the entity is no longer in the activateNextFrame list
198198
199199 bne Loop
200200
@@ -254,7 +254,7 @@ inline _ProcessActiveWindow() {
254254
255255 // Could not activate the entity.
256256 // Try again in the next frame.
257- ldy.w # lists._TRY_TO_ACTIVATE_AGAIN_INDEX
257+ ldy.w # lists._ACTIVATE_NEXT_FRAME_INDEX
258258 bra _ChangeEntityList_Y
259259
260260
@@ -418,7 +418,7 @@ code()
418418function ProcessGameLoop {
419419 jsr _UpdateActiveWindows
420420
421- _ProcessTryToActivateAgainList ()
421+ _ProcessActivateNextFrameList ()
422422
423423 _ProcessActiveWindow ()
424424
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