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authorPlatinumMaster <L33TGamer@outlook.com>2020-04-15 13:33:06 -0400
committerPlatinumMaster <L33TGamer@outlook.com>2020-04-15 13:33:06 -0400
commitda34eedd9b5c18859a6c68fa28d6250ca1242900 (patch)
tree7b4e41f4feb633053187152c4c6edf0eb906a3b9 /include/global.fieldmap.h
parent67b0bec3ffda7d4268a009501aa18292ff5c96fe (diff)
parent6eefcb1f82dc28cdc626e86fda3a217d21315181 (diff)
Keep up to date with master.
Diffstat (limited to 'include/global.fieldmap.h')
-rw-r--r--include/global.fieldmap.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/include/global.fieldmap.h b/include/global.fieldmap.h
index af2be9c77..2e451a368 100644
--- a/include/global.fieldmap.h
+++ b/include/global.fieldmap.h
@@ -304,7 +304,7 @@ enum
struct PlayerAvatar
{
/*0x00*/ u8 flags;
- /*0x01*/ u8 unk1; // used to be named bike, but its definitely not that. seems to be some transition flags
+ /*0x01*/ u8 transitionFlags; // used to be named bike, but its definitely not that. seems to be some transition flags
/*0x02*/ u8 runningState; // this is a static running state. 00 is not moving, 01 is turn direction, 02 is moving.
/*0x03*/ u8 tileTransitionState; // this is a transition running state: 00 is not moving, 01 is transition between tiles, 02 means you are on the frame in which you have centered on a tile but are about to keep moving, even if changing directions. 2 is also used for a ledge hop, since you are transitioning.
/*0x04*/ u8 spriteId;