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authorGriffinR <griffin.g.richards@gmail.com>2022-03-14 15:54:47 -0400
committerGriffinR <griffin.g.richards@gmail.com>2022-03-14 15:54:47 -0400
commit0a0157b62c29172eabd07f0c0eb02d6567957c2c (patch)
treeb6a7639da8361247d1ad1cb38fb6531839dd92bc /src/field_effect_helpers.c
parentbb91b1b0d1cf70fa49cb0b1f2a309ad541927164 (diff)
Name unknown_16.png
Diffstat (limited to 'src/field_effect_helpers.c')
-rwxr-xr-xsrc/field_effect_helpers.c2
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;