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-rwxr-xr-xengine/player_movement.asm16
1 files changed, 8 insertions, 8 deletions
diff --git a/engine/player_movement.asm b/engine/player_movement.asm
index a57e5cef1..0820bd11e 100755
--- a/engine/player_movement.asm
+++ b/engine/player_movement.asm
@@ -118,7 +118,7 @@ DoPlayerMovement:: ; 80000
; Tiles such as waterfalls and warps move the player
; in a given direction, overriding input.
- ld a, [PlayerNextTile]
+ ld a, [PlayerStandingTile]
ld c, a
call CheckWhirlpoolTile
jr c, .asm_800c4
@@ -277,7 +277,7 @@ DoPlayerMovement:: ; 80000
cp 2
jr z, .bump
- ld a, [PlayerNextTile]
+ ld a, [PlayerStandingTile]
call CheckIceTile
jr nc, .ice
@@ -362,7 +362,7 @@ DoPlayerMovement:: ; 80000
; 801f3
.TryJump: ; 801f3
- ld a, [PlayerNextTile]
+ ld a, [PlayerStandingTile]
ld e, a
and $f0
cp $a0 ; ledge
@@ -413,7 +413,7 @@ DoPlayerMovement:: ; 80000
ld d, 0
ld hl, .EdgeWarps
add hl, de
- ld a, [PlayerNextTile]
+ ld a, [PlayerStandingTile]
cp [hl]
jr nz, .not_warp
@@ -615,7 +615,7 @@ DoPlayerMovement:: ; 80000
; tile collision pointer
.table1
db STANDING, FACE_CURRENT, 0, 0
- dw PlayerNextTile
+ dw PlayerStandingTile
.table2
db RIGHT, FACE_RIGHT, 1, 0
dw TileRight
@@ -634,13 +634,13 @@ DoPlayerMovement:: ; 80000
ld a, 0
ld [hMapObjectIndexBuffer], a
; Load the next X coordinate into d
- ld a, [PlayerNextMapX]
+ ld a, [PlayerStandingMapX]
ld d, a
ld a, [WalkingX]
add d
ld d, a
; Load the next Y coordinate into e
- ld a, [PlayerNextMapY]
+ ld a, [PlayerStandingMapY]
ld e, a
ld a, [WalkingY]
add e
@@ -817,7 +817,7 @@ CheckStandingOnIce:: ; 80404
jr z, .not_ice
cp $f0
jr z, .not_ice
- ld a, [PlayerNextTile]
+ ld a, [PlayerStandingTile]
call CheckIceTile
jr nc, .yep
ld a, [PlayerState]