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-rw-r--r--include/dungeon_entity.h9
1 files changed, 6 insertions, 3 deletions
diff --git a/include/dungeon_entity.h b/include/dungeon_entity.h
index 341f3d6..7b56fd8 100644
--- a/include/dungeon_entity.h
+++ b/include/dungeon_entity.h
@@ -13,7 +13,7 @@ struct DungeonEntityData
/* 0x0 */ u16 flags;
/* 0x2 */ s16 entityID; // Pokémon species or item ID.
// Everything from here on only applies to Pokémon.
- /* 0x4 */ u16 transformSpecies; // Shows a different Pokémon when using Transform.
+ /* 0x4 */ s16 transformSpecies; // Shows a different Pokémon when using Transform.
/* 0x6 */ bool8 isEnemy;
/* 0x7 */ bool8 isLeader;
/* 0x8 */ u8 shopkeeperMode;
@@ -261,16 +261,19 @@ struct DungeonEntity
// The sprite index to display, among the Pokémon's possible sprites.
/* 0x48 */ u16 spriteIndexForEntity;
/* 0x4A */ u16 spriteIndexForEntity2;
+ u8 unk4C[0x50 - 0x4C];
// Some kind of base sprite index depending on which way the Pokémon is facing.
// and which animation is playing (e.g., idle, moving).
// Compared to 0x48, 0x50 and 0x54 are much larger and could be global indexes among all sprites in the game.
/* 0x50 */ u16 spriteBaseForDirection;
u8 fill52[0x54 - 0x52];
/* 0x54 */ u16 spriteGlobalIndex;
- u8 fill56[0x6C - 0x56];
+ u8 fill56[0x6A - 0x56];
+ /* 0x6A */ u8 unk6A;
+ /* 0x6A */ u8 unk6B;
/* 0x6C */ u8 facingDir;
/* 0x6D */ u8 facingDir2; // Duplicate of 0x6C?
- u8 fill6D[0x70 - 0x6D];
+ u8 fill6D[0x70 - 0x6E];
/* 0x70 */ struct DungeonEntityData *entityData;
};