Struct pointers star standarizing
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@@ -94,7 +94,7 @@ static void ApplyAffineAnimFrame(u8 matrixNum, struct AffineAnimFrameCmd *frameC
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static u8 IndexOfSpriteTileTag(u16 tag);
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static void AllocSpriteTileRange(u16 tag, u16 start, u16 count);
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static void DoLoadSpritePalette(const u16 *src, u16 paletteOffset);
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static void UpdateSpriteMatrixAnchorPos(struct Sprite*, s32, s32);
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static void UpdateSpriteMatrixAnchorPos(struct Sprite *, s32, s32);
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typedef void (*AnimFunc)(struct Sprite *);
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typedef void (*AnimCmdFunc)(struct Sprite *);
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@@ -1201,7 +1201,7 @@ u8 GetSpriteMatrixNum(struct Sprite *sprite)
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// Used to shift a sprite's position as it scales.
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// Only used by the minigame countdown, so that for instance the numbers don't slide up as they squish down before jumping.
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void SetSpriteMatrixAnchor(struct Sprite* sprite, s16 x, s16 y)
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void SetSpriteMatrixAnchor(struct Sprite *sprite, s16 x, s16 y)
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{
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sprite->sAnchorX = x;
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sprite->sAnchorY = y;
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@@ -282,7 +282,7 @@ void FreeSpritePalette(struct Sprite *sprite);
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void FreeSpriteOamMatrix(struct Sprite *sprite);
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void DestroySpriteAndFreeResources(struct Sprite *sprite);
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void AnimateSprite(struct Sprite *sprite);
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void SetSpriteMatrixAnchor(struct Sprite* sprite, s16 x, s16 y);
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void SetSpriteMatrixAnchor(struct Sprite *sprite, s16 x, s16 y);
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void StartSpriteAnim(struct Sprite *sprite, u8 animNum);
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void StartSpriteAnimIfDifferent(struct Sprite *sprite, u8 animNum);
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void SeekSpriteAnim(struct Sprite *sprite, u8 animCmdIndex);
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