Use plain terrain macro where appropriate
This commit is contained in:
+5
-5
@@ -612,13 +612,13 @@ static u8 GetBattleTerrainByMapScene(u8 mapBattleScene)
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if (mapBattleScene == sMapBattleSceneMapping[i].mapScene)
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if (mapBattleScene == sMapBattleSceneMapping[i].mapScene)
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return sMapBattleSceneMapping[i].battleTerrain;
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return sMapBattleSceneMapping[i].battleTerrain;
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}
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}
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return 9;
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return BATTLE_TERRAIN_PLAIN;
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}
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}
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static void LoadBattleTerrainGfx(u16 terrain)
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static void LoadBattleTerrainGfx(u16 terrain)
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{
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{
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if (terrain >= NELEMS(sBattleTerrainTable))
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if (terrain >= NELEMS(sBattleTerrainTable))
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terrain = 9;
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terrain = BATTLE_TERRAIN_PLAIN;
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// Copy to bg3
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// Copy to bg3
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LZDecompressVram(sBattleTerrainTable[terrain].tileset, (void *)BG_CHAR_ADDR(2));
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LZDecompressVram(sBattleTerrainTable[terrain].tileset, (void *)BG_CHAR_ADDR(2));
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LZDecompressVram(sBattleTerrainTable[terrain].tilemap, (void *)BG_SCREEN_ADDR(26));
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LZDecompressVram(sBattleTerrainTable[terrain].tilemap, (void *)BG_SCREEN_ADDR(26));
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@@ -628,7 +628,7 @@ static void LoadBattleTerrainGfx(u16 terrain)
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static void LoadBattleTerrainEntryGfx(u16 terrain)
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static void LoadBattleTerrainEntryGfx(u16 terrain)
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{
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{
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if (terrain >= NELEMS(sBattleTerrainTable))
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if (terrain >= NELEMS(sBattleTerrainTable))
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terrain = 9;
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terrain = BATTLE_TERRAIN_PLAIN;
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// Copy to bg1
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// Copy to bg1
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LZDecompressVram(sBattleTerrainTable[terrain].entryTileset, (void *)BG_CHAR_ADDR(1));
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LZDecompressVram(sBattleTerrainTable[terrain].entryTileset, (void *)BG_CHAR_ADDR(1));
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LZDecompressVram(sBattleTerrainTable[terrain].entryTilemap, (void *)BG_SCREEN_ADDR(28));
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LZDecompressVram(sBattleTerrainTable[terrain].entryTilemap, (void *)BG_SCREEN_ADDR(28));
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@@ -636,8 +636,8 @@ static void LoadBattleTerrainEntryGfx(u16 terrain)
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UNUSED void GetBattleTerrainGfxPtrs(u8 terrain, const u32 **tilesPtr, const u32 **mapPtr, const u32 **palPtr)
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UNUSED void GetBattleTerrainGfxPtrs(u8 terrain, const u32 **tilesPtr, const u32 **mapPtr, const u32 **palPtr)
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{
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{
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if (terrain > 9)
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if (terrain > BATTLE_TERRAIN_PLAIN)
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terrain = 9;
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terrain = BATTLE_TERRAIN_PLAIN;
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*tilesPtr = sBattleTerrainTable[terrain].tileset;
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*tilesPtr = sBattleTerrainTable[terrain].tileset;
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*mapPtr = sBattleTerrainTable[terrain].tilemap;
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*mapPtr = sBattleTerrainTable[terrain].tilemap;
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*palPtr = sBattleTerrainTable[terrain].palette;
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*palPtr = sBattleTerrainTable[terrain].palette;
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