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author | GriffinR <griffin.g.richards@gmail.com> | 2022-03-14 16:01:17 -0400 |
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committer | GriffinR <griffin.g.richards@gmail.com> | 2022-03-14 16:01:17 -0400 |
commit | 058783c14841b87dab93b114f216ed1417b27db3 (patch) | |
tree | 3a0a033657ee3d8ab7f1635ec4dbcd9033e3fe96 | |
parent | 0a0157b62c29172eabd07f0c0eb02d6567957c2c (diff) |
Fix comment mistake
-rwxr-xr-x | src/field_effect_helpers.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/field_effect_helpers.c b/src/field_effect_helpers.c index 036ff33f2..c3332c7fc 100755 --- a/src/field_effect_helpers.c +++ b/src/field_effect_helpers.c @@ -488,7 +488,7 @@ void UpdateLongGrassFieldEffect(struct Sprite *sprite) #undef sObjectMoved // Effectively unused as it's not possible in vanilla to jump onto long grass (no adjacent ledges, and can't ride the Acro Bike in it). -// The graphics for this effect do not visually correspond to tall grass either. Perhaps these graphics were its original design? +// The graphics for this effect do not visually correspond to long grass either. Perhaps these graphics were its original design? u32 FldEff_JumpLongGrass(void) { u8 spriteId; |