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-rw-r--r--home/map.asm36
1 files changed, 18 insertions, 18 deletions
diff --git a/home/map.asm b/home/map.asm
index 1a964fc22..dd4dc069a 100644
--- a/home/map.asm
+++ b/home/map.asm
@@ -258,10 +258,10 @@ GetDestinationWarpNumber:: ; 2252
; 2266
.GetDestinationWarpNumber ; 2266
- ld a, [PlayerMapY]
+ ld a, [PlayerNextMapY]
sub $4
ld e, a
- ld a, [PlayerMapX]
+ ld a, [PlayerNextMapX]
sub $4
ld d, a
ld a, [wCurrMapWarpCount]
@@ -570,11 +570,11 @@ ReadWarps:: ; 23da
ReadCoordEvents:: ; 23f1
ld a, [hli]
ld c, a
- ld [wCurrentMapXYTriggerCount], a
+ ld [wCurrentNextMapXYTriggerCount], a
ld a, l
- ld [wCurrentMapXYTriggerHeaderPointer], a
+ ld [wCurrentNextMapXYTriggerHeaderPointer], a
ld a, h
- ld [wCurrentMapXYTriggerHeaderPointer + 1], a
+ ld [wCurrentNextMapXYTriggerHeaderPointer + 1], a
ld a, c
and a
@@ -1594,9 +1594,9 @@ Function2914:: ; 2914
call GetLeftRightCollision
call GetUpDownCollision
; get coords of current tile
- ld a, [PlayerMapX]
+ ld a, [PlayerNextMapX]
ld d, a
- ld a, [PlayerMapY]
+ ld a, [PlayerNextMapY]
ld e, a
call GetCoordTile
ld [PlayerStandingTile], a
@@ -1623,9 +1623,9 @@ Function2914:: ; 2914
; 294d
GetUpDownCollision:: ; 294d
- ld a, [PlayerMapX]
+ ld a, [PlayerNextMapX]
ld d, a
- ld a, [PlayerMapY]
+ ld a, [PlayerNextMapY]
ld e, a
push de
@@ -1643,9 +1643,9 @@ GetUpDownCollision:: ; 294d
; 296c
GetLeftRightCollision:: ; 296c
- ld a, [PlayerMapX]
+ ld a, [PlayerNextMapX]
ld d, a
- ld a, [PlayerMapY]
+ ld a, [PlayerNextMapY]
ld e, a
push de
@@ -1772,10 +1772,10 @@ endr
ld h, [hl]
ld l, a
- ld a, [PlayerMapX]
+ ld a, [PlayerNextMapX]
add d
ld d, a
- ld a, [PlayerMapY]
+ ld a, [PlayerNextMapY]
add e
ld e, a
ld a, [hl]
@@ -1928,9 +1928,9 @@ CheckIfFacingTileCoordIsSign:: ; 2aaa
ret
; 2ad4
-CheckCurrentMapXYTriggers:: ; 2ad4
+CheckCurrentNextMapXYTriggers:: ; 2ad4
; If there are no xy triggers, we don't need to be here.
- ld a, [wCurrentMapXYTriggerCount]
+ ld a, [wCurrentNextMapXYTriggerCount]
and a
ret z
; Copy the trigger count into c.
@@ -1947,7 +1947,7 @@ CheckCurrentMapXYTriggers:: ; 2ad4
CheckStandingOnXYTrigger:: ; 2ae7
; Checks to see if you are standing on an xy-trigger. If yes, copies the trigger to EngineBuffer1 and sets carry.
- ld hl, wCurrentMapXYTriggerHeaderPointer
+ ld hl, wCurrentNextMapXYTriggerHeaderPointer
ld a, [hli]
ld h, [hl]
ld l, a
@@ -1955,10 +1955,10 @@ CheckStandingOnXYTrigger:: ; 2ae7
call CheckTriggers
ld b, a
; Load your current coordinates into de. This will be used to check if your position is in the xy-trigger table for the current map.
- ld a, [PlayerMapX]
+ ld a, [PlayerNextMapX]
sub 4
ld d, a
- ld a, [PlayerMapY]
+ ld a, [PlayerNextMapY]
sub 4
ld e, a