Clean up pokemon/ball/dex mentions in comments
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+6
-6
@@ -73,7 +73,7 @@ struct UsePokeblockSession
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u8 natureText[34];
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};
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// This struct is identical to PokenavMonListItem, the struct used for managing lists of pokemon in the pokenav
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// This struct is identical to PokenavMonListItem, the struct used for managing lists of Pokémon in the pokenav
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// Given that this screen is essentially duplicated in the poknav, this struct was probably the same one with
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// a more general name/purpose
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// TODO: Once the pokenav conditions screens are documented, resolve the above
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@@ -1259,7 +1259,7 @@ static void LoadAndCreateSelectionIcons(void)
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LoadSpriteSheets(spriteSheets);
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LoadSpritePalettes(spritePals);
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// Fill pokeball selection icons up to number in party
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// Fill Poké Ball selection icons up to number in party
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for (i = 0; i < sMenu->info.numSelections - 1; i++)
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{
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spriteId = CreateSprite(&spriteTemplate, 226, (i * 20) + 8, 0);
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@@ -1489,7 +1489,7 @@ static bool8 LoadNewSelection_CancelToMon(void)
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case 2:
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if (!ConditionMenu_UpdateMonEnter(&sMenu->graph, &sMenu->curMonXOffset))
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{
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// Load the new adjacent pokemon (not the one being shown)
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// Load the new adjacent Pokémon (not the one being shown)
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LoadMonInfo(sMenu->toLoadSelection, sMenu->toLoadId);
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sMenu->info.helperState++;
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}
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@@ -1552,7 +1552,7 @@ static bool8 LoadNewSelection_MonToMon(void)
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case 2:
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if (!ConditionMenu_UpdateMonEnter(&sMenu->graph, &sMenu->curMonXOffset))
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{
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// Load the new adjacent pokemon (not the one being shown)
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// Load the new adjacent Pokémon (not the one being shown)
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LoadMonInfo(sMenu->toLoadSelection, sMenu->toLoadId);
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sMenu->info.helperState++;
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}
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@@ -1593,8 +1593,8 @@ static void SpriteCB_SelectionIconCancel(struct Sprite *sprite)
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sprite->oam.paletteNum = IndexOfSpritePaletteTag(TAG_CONDITION_CANCEL);
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}
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// Calculate the max id for sparkles/stars that appear around the pokemon on the condition screen
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// All pokemon start with 1 sparkle (added by CreateConditionSparkleSprites), so the number here +1
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// Calculate the max id for sparkles/stars that appear around the Pokémon on the condition screen
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// All Pokémon start with 1 sparkle (added by CreateConditionSparkleSprites), so the number here +1
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// is the total number of sparkles that appear
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static void CalculateNumAdditionalSparkles(u8 monIndex)
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{
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