Sync field_effect_object_template_pointers.h with Emerald

This commit is contained in:
PikalaxALT
2021-05-03 14:09:21 -04:00
parent cb90fda18d
commit 7f50753360
13 changed files with 189 additions and 200 deletions
+4 -4
View File
@@ -1903,7 +1903,7 @@ u8 FldEff_LavaridgeGymWarp(void)
{
u8 spriteId;
sub_8063BC4((s16 *)&gFieldEffectArguments[0], (s16 *)&gFieldEffectArguments[1], 8, 8);
spriteId = CreateSpriteAtEnd(gFieldEffectObjectTemplatePointers[FLDEFFGFX_33], gFieldEffectArguments[0], gFieldEffectArguments[1], gFieldEffectArguments[2]);
spriteId = CreateSpriteAtEnd(gFieldEffectObjectTemplatePointers[FLDEFFOBJ_ASH_LAUNCH], gFieldEffectArguments[0], gFieldEffectArguments[1], gFieldEffectArguments[2]);
gSprites[spriteId].oam.priority = gFieldEffectArguments[3];
gSprites[spriteId].coordOffsetEnabled = TRUE;
return spriteId;
@@ -1996,7 +1996,7 @@ u8 FldEff_PopOutOfAsh(void)
{
u8 spriteId;
sub_8063BC4((s16 *)&gFieldEffectArguments[0], (s16 *)&gFieldEffectArguments[1], 8, 8);
spriteId = CreateSpriteAtEnd(gFieldEffectObjectTemplatePointers[FLDEFFGFX_32], gFieldEffectArguments[0], gFieldEffectArguments[1], gFieldEffectArguments[2]);
spriteId = CreateSpriteAtEnd(gFieldEffectObjectTemplatePointers[FLDEFFOBJ_ASH_PUFF], gFieldEffectArguments[0], gFieldEffectArguments[1], gFieldEffectArguments[2]);
gSprites[spriteId].oam.priority = gFieldEffectArguments[3];
gSprites[spriteId].coordOffsetEnabled = TRUE;
return spriteId;
@@ -3048,7 +3048,7 @@ static void sub_8086D94(struct Sprite * sprite);
u8 FldEff_NpcFlyOut(void)
{
u8 spriteId = CreateSprite(gFieldEffectObjectTemplatePointers[FLDEFFGFX_FLY_BLOB], 0x78, 0, 1);
u8 spriteId = CreateSprite(gFieldEffectObjectTemplatePointers[FLDEFFOBJ_BIRD], 0x78, 0, 1);
struct Sprite * sprite = &gSprites[spriteId];
sprite->oam.paletteNum = 0;
@@ -3239,7 +3239,7 @@ static u8 sub_8087168(void)
{
u8 spriteId;
struct Sprite * sprite;
spriteId = CreateSprite(gFieldEffectObjectTemplatePointers[FLDEFFGFX_FLY_BLOB], 0xff, 0xb4, 0x1);
spriteId = CreateSprite(gFieldEffectObjectTemplatePointers[FLDEFFOBJ_BIRD], 0xff, 0xb4, 0x1);
sprite = &gSprites[spriteId];
sprite->oam.paletteNum = 0;
sprite->oam.priority = 1;