Use plain terrain macro where appropriate

This commit is contained in:
SnorlaxMonster
2021-06-21 21:56:01 +10:00
parent 4c26116d1a
commit 337caefaa9
+5 -5
View File
@@ -612,13 +612,13 @@ static u8 GetBattleTerrainByMapScene(u8 mapBattleScene)
if (mapBattleScene == sMapBattleSceneMapping[i].mapScene) if (mapBattleScene == sMapBattleSceneMapping[i].mapScene)
return sMapBattleSceneMapping[i].battleTerrain; return sMapBattleSceneMapping[i].battleTerrain;
} }
return 9; return BATTLE_TERRAIN_PLAIN;
} }
static void LoadBattleTerrainGfx(u16 terrain) static void LoadBattleTerrainGfx(u16 terrain)
{ {
if (terrain >= NELEMS(sBattleTerrainTable)) if (terrain >= NELEMS(sBattleTerrainTable))
terrain = 9; terrain = BATTLE_TERRAIN_PLAIN;
// Copy to bg3 // Copy to bg3
LZDecompressVram(sBattleTerrainTable[terrain].tileset, (void *)BG_CHAR_ADDR(2)); LZDecompressVram(sBattleTerrainTable[terrain].tileset, (void *)BG_CHAR_ADDR(2));
LZDecompressVram(sBattleTerrainTable[terrain].tilemap, (void *)BG_SCREEN_ADDR(26)); LZDecompressVram(sBattleTerrainTable[terrain].tilemap, (void *)BG_SCREEN_ADDR(26));
@@ -628,7 +628,7 @@ static void LoadBattleTerrainGfx(u16 terrain)
static void LoadBattleTerrainEntryGfx(u16 terrain) static void LoadBattleTerrainEntryGfx(u16 terrain)
{ {
if (terrain >= NELEMS(sBattleTerrainTable)) if (terrain >= NELEMS(sBattleTerrainTable))
terrain = 9; terrain = BATTLE_TERRAIN_PLAIN;
// Copy to bg1 // Copy to bg1
LZDecompressVram(sBattleTerrainTable[terrain].entryTileset, (void *)BG_CHAR_ADDR(1)); LZDecompressVram(sBattleTerrainTable[terrain].entryTileset, (void *)BG_CHAR_ADDR(1));
LZDecompressVram(sBattleTerrainTable[terrain].entryTilemap, (void *)BG_SCREEN_ADDR(28)); LZDecompressVram(sBattleTerrainTable[terrain].entryTilemap, (void *)BG_SCREEN_ADDR(28));
@@ -636,8 +636,8 @@ static void LoadBattleTerrainEntryGfx(u16 terrain)
UNUSED void GetBattleTerrainGfxPtrs(u8 terrain, const u32 **tilesPtr, const u32 **mapPtr, const u32 **palPtr) UNUSED void GetBattleTerrainGfxPtrs(u8 terrain, const u32 **tilesPtr, const u32 **mapPtr, const u32 **palPtr)
{ {
if (terrain > 9) if (terrain > BATTLE_TERRAIN_PLAIN)
terrain = 9; terrain = BATTLE_TERRAIN_PLAIN;
*tilesPtr = sBattleTerrainTable[terrain].tileset; *tilesPtr = sBattleTerrainTable[terrain].tileset;
*mapPtr = sBattleTerrainTable[terrain].tilemap; *mapPtr = sBattleTerrainTable[terrain].tilemap;
*palPtr = sBattleTerrainTable[terrain].palette; *palPtr = sBattleTerrainTable[terrain].palette;