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authorSebastian Gabl <sebastian.gabl@gmx.at>2020-01-15 14:48:17 +0100
committerhuderlem <huderlem@gmail.com>2020-01-15 08:10:20 -0600
commit5fff2f2234755af166612a4829d178408eb740bb (patch)
tree28e4f5a53c99f46b17270b53ecce0666a14e6be1 /src/main_menu.c
parent69833181d98e6cba45d9d331899c924c0f6c3e17 (diff)
Use SHINY_ODDS macro where intended
The 3 locations where SHINY_ODDS was added generate mon sprites for display in the dex, at game start and on starter choice. The arguments are intended for otId but in this case they are set to the same value as SHINY_ODDS to prevent the pictures created from using the shiny palette.
Diffstat (limited to 'src/main_menu.c')
-rw-r--r--src/main_menu.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/main_menu.c b/src/main_menu.c
index 7c4e82c76..61a60a8e7 100644
--- a/src/main_menu.c
+++ b/src/main_menu.c
@@ -1884,7 +1884,7 @@ static void SpriteCB_MovePlayerDownWhileShrinking(struct Sprite *sprite)
static u8 NewGameBirchSpeech_CreateLotadSprite(u8 a, u8 b)
{
- return CreatePicSprite2(SPECIES_LOTAD, 8, 0, 1, a, b, 14, -1);
+ return CreatePicSprite2(SPECIES_LOTAD, SHINY_ODDS, 0, 1, a, b, 14, -1);
}
static void AddBirchSpeechObjects(u8 taskId)