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author | GriffinR <griffin.g.richards@gmail.com> | 2022-03-14 15:54:47 -0400 |
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committer | GriffinR <griffin.g.richards@gmail.com> | 2022-03-14 15:54:47 -0400 |
commit | 0a0157b62c29172eabd07f0c0eb02d6567957c2c (patch) | |
tree | b6a7639da8361247d1ad1cb38fb6531839dd92bc /src/field_effect_helpers.c | |
parent | bb91b1b0d1cf70fa49cb0b1f2a309ad541927164 (diff) |
Name unknown_16.png
Diffstat (limited to 'src/field_effect_helpers.c')
-rwxr-xr-x | src/field_effect_helpers.c | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/src/field_effect_helpers.c b/src/field_effect_helpers.c index 65617038d..036ff33f2 100755 --- a/src/field_effect_helpers.c +++ b/src/field_effect_helpers.c @@ -487,6 +487,8 @@ void UpdateLongGrassFieldEffect(struct Sprite *sprite) #undef sCurrentMap #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? u32 FldEff_JumpLongGrass(void) { u8 spriteId; |