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authorMarcus Huderle <huderlem@gmail.com>2021-02-28 09:47:03 -0600
committerhuderlem <huderlem@gmail.com>2021-02-28 09:54:55 -0600
commitc900de35e753a8657cd3c337ca602871cb64c887 (patch)
treecafb9eb9a2d6a72b6f9a7ac783990be6db5ac4e7 /src
parenta85fada3146e5efa68e2ce259d81ad785765bedd (diff)
Fix build and cleanup mistakes
Diffstat (limited to 'src')
-rw-r--r--src/battle_anim_psychic.c4
-rw-r--r--src/battle_anim_utility_funcs.c4
2 files changed, 4 insertions, 4 deletions
diff --git a/src/battle_anim_psychic.c b/src/battle_anim_psychic.c
index a982e9213..2e7844f76 100644
--- a/src/battle_anim_psychic.c
+++ b/src/battle_anim_psychic.c
@@ -836,7 +836,7 @@ static void AnimTask_ImprisonOrbs_Step(u8 taskId)
}
}
-static void AnimRedx_Step(struct Sprite *sprite)
+static void AnimRedX_Step(struct Sprite *sprite)
{
if (sprite->data[1] > sprite->data[0] - 10)
sprite->invisible = sprite->data[1] & 1;
@@ -856,7 +856,7 @@ static void AnimRedX(struct Sprite *sprite)
}
sprite->data[0] = gBattleAnimArgs[1];
- sprite->callback = AnimRedx_Step;
+ sprite->callback = AnimRedX_Step;
}
void AnimTask_SkillSwap(u8 taskId)
diff --git a/src/battle_anim_utility_funcs.c b/src/battle_anim_utility_funcs.c
index 737b35d5c..9b2b2e03c 100644
--- a/src/battle_anim_utility_funcs.c
+++ b/src/battle_anim_utility_funcs.c
@@ -38,7 +38,7 @@ static void AnimTask_UpdateSlidingBg(u8);
static void UpdateMonScrollingBgMask(u8);
static void AnimTask_WaitAndRestoreVisibility(u8);
-static const u16 wCurseLinesPalette[] = { RGB_WHITE };
+static const u16 sCurseLinesPalette[] = { RGB_WHITE };
// These belong in battle_intro.c, but putting them there causes 2 bytes of alignment padding
// between the two .rodata segments. Perhaps battle_intro.c actually belongs in this file, too.
@@ -333,7 +333,7 @@ void AnimTask_DrawFallingWhiteLinesOnAttacker(u8 taskId)
GetBattleAnimBg1Data(&animBgData);
AnimLoadCompressedBgTilemapHandleContest(&animBgData, gBattleAnimMaskTilemap_Curse, 0);
AnimLoadCompressedBgGfx(animBgData.bgId, gBattleAnimMaskImage_Curse, animBgData.tilesOffset);
- LoadPalette(wCurseLinesPalette, animBgData.paletteId * 16 + 1, 2);
+ LoadPalette(sCurseLinesPalette, animBgData.paletteId * 16 + 1, 2);
gBattle_BG1_X = -gSprites[spriteId].pos1.x + 32;
gBattle_BG1_Y = -gSprites[spriteId].pos1.y + 32;