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authorGriffinR <griffin.g.richards@gmail.com>2022-03-14 16:32:08 -0400
committerGitHub <noreply@github.com>2022-03-14 16:32:08 -0400
commit33c05cefe2ca688c4dcc7e551bc3d86548afaa0d (patch)
tree1fe17235984dc24f00d505acef980191e49195a1 /src/field_effect_helpers.c
parentce227aa055b513ebe38cb5237040779c7908a807 (diff)
parent058783c14841b87dab93b114f216ed1417b27db3 (diff)
Merge pull request #1644 from GriffinRichards/name-jump-long-grass
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..c3332c7fc 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 long grass either. Perhaps these graphics were its original design?
u32 FldEff_JumpLongGrass(void)
{
u8 spriteId;